Search found 49 matches

by Anxiety
Mon May 16, 2011 12:37 pm
Forum: General
Topic: Collision detection.
Replies: 6
Views: 1116

Collision detection.

How can i detect if two images are colliding?

I quess i dont have to say anything else anymore than thank you.
by Anxiety
Sat Apr 23, 2011 6:45 pm
Forum: General
Topic: Portal 2
Replies: 5
Views: 1942

Re: Portal 2

BIG SPOILER ALERT

The funny things about Portal and Portal 2's endings are:

In Portal, you had to break the cores out of GLaDOS to blow up the facility.

In Portal 2, you have to stuff the cores in Wheatley to prevent blowing up the facility.

lål
by Anxiety
Wed Apr 20, 2011 2:45 pm
Forum: General
Topic: Tilemap collision
Replies: 13
Views: 2517

Re: Tilemap collision

Finally someone who realised what im asking! Thanks Wuflie!
by Anxiety
Mon Apr 18, 2011 5:37 pm
Forum: General
Topic: Tilemap collision
Replies: 13
Views: 2517

Re: Tilemap collision

As i said, i want to make it big. Right now im using a table fileld with numbers, since thats the only thing i can do.
by Anxiety
Mon Apr 18, 2011 5:36 pm
Forum: General
Topic: Tilemap collision
Replies: 13
Views: 2517

Re: Tilemap collision

bartbes wrote:A tilesheet + quads is typically a good solution, personally, I'd put the static part of the map in a spritebatch, so you can draw that in one go.
Thats, basically what im trying to do. I just want to do it BIG size (http://love2d.org/forums/viewtopic.php?f=3&t=2857)
by Anxiety
Mon Apr 18, 2011 4:36 pm
Forum: General
Topic: Tilemap collision
Replies: 13
Views: 2517

Re: Tilemap collision

Well, what would be the more simple way, rather that tilemap?

And im learning all the time :)
by Anxiety
Mon Apr 18, 2011 2:34 pm
Forum: General
Topic: Big tilemaps
Replies: 4
Views: 1402

Big tilemaps

(Sorta related to http://love2d.org/forums/viewtopic.php?f=3&t=2856) Anyways, i know how to make a tilemap which is, eg: 20X20. But it sucks. So what i want to know, is how can i make a big tilemap? Lets say, 50X50 or 70X70 or maybe even 100X100. One thing i have been thinking (very unlikely to work...
by Anxiety
Mon Apr 18, 2011 2:22 pm
Forum: General
Topic: Tilemap collision
Replies: 13
Views: 2517

Tilemap collision

You know how you make a tilemap by taking a part of a picture and placing it on a quad and drawing it? Pff, thats easy. Now theres only one problem. How can i detect a collision with a certain tile? Im using a character which can move (obviously). I havent made the tilemap yet.
by Anxiety
Mon Apr 18, 2011 1:37 pm
Forum: General
Topic: Pointing an image
Replies: 23
Views: 3239

Re: Pointing an image

BarnD wrote:which is so far basically like yours
Im 100% sure the final releases of these games are totally different, expect the character moving.
by Anxiety
Mon Apr 18, 2011 1:17 pm
Forum: General
Topic: Pointing an image
Replies: 23
Views: 3239

Re: Pointing an image

I got it working by using the love.graphics.draw function's offset x and offset y.

Thanks guys!