Search found 33 matches

by Reef
Tue Sep 08, 2015 9:19 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1488454

Re: What's everyone working on? (tigsource inspired)

Sharing this so that I actually finish it!
snowblower.gif
snowblower.gif (276.12 KiB) Viewed 4869 times
by Reef
Fri Aug 14, 2015 2:50 am
Forum: General
Topic: Overlap2d Editor & Box2DLights
Replies: 5
Views: 4371

Re: Overlap2d Editor & Box2DLights

I have the interest, but likely not the skill. Something like this would be immensely useful though.
by Reef
Sat Aug 01, 2015 4:20 pm
Forum: Games and Creations
Topic: Sagittarius
Replies: 8
Views: 7417

Re: Sagittarius

This is great! Congrats on the RPS write-up, that's really cool!
by Reef
Tue Jul 28, 2015 3:53 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1488454

Re: What's everyone working on? (tigsource inspired)

Ulydev wrote:Got a working beat detector :awesome:
This is really cool! How did you go about implementing something like this?
by Reef
Fri Jun 05, 2015 2:40 am
Forum: Support and Development
Topic: Resolving collisions with HardonCollider
Replies: 11
Views: 7762

Re: Resolving collisions with HardonCollider

Ah! I thought I must have missed something. Thanks for the response! I think I understand a bit better now, hopefully I can work through the rest of my questions.
Not sure I can judge whether your new API will be easier to understand from your snippet, but it's certainly different.
by Reef
Wed Jun 03, 2015 5:46 am
Forum: Support and Development
Topic: Resolving collisions with HardonCollider
Replies: 11
Views: 7762

Re: Resolving collisions with HardonCollider

Sorry for the short answer (its late) Try this shape_b:move(-mtv_x, -mtv_y) Thank you for the help! I tried this and it seems to work although I'm not sure why, despite looking through the HC source code. Does the minimum translation vector assume shape_a is being moved? Can anyone explain this to ...
by Reef
Mon Jun 01, 2015 8:34 pm
Forum: Support and Development
Topic: Resolving collisions with HardonCollider
Replies: 11
Views: 7762

Re: Resolving collisions with HardonCollider

https://love2d.org/imgmirrur/SVLg7BO.gif This is what happens. Strangely it only happens sometimes. Not when the collision happens, but when the program is run. If it doesn't happen I can restart the program a couple times to replicate it. If I watch the print output it happens when the player is c...
by Reef
Sun May 31, 2015 8:41 pm
Forum: Support and Development
Topic: Resolving collisions with HardonCollider
Replies: 11
Views: 7762

Re: Resolving collisions with HardonCollider

I'm going to try bumping this one time so see if anyone can help or has any advice.
by Reef
Mon May 25, 2015 7:21 pm
Forum: Support and Development
Topic: Resolving collisions with HardonCollider
Replies: 11
Views: 7762

Resolving collisions with HardonCollider

I've been experimenting with HardonCollider for collision detection recently and while I understand the basics thanks to the tutorial and reading the documentation, I'm running into some peculiarities that I can't seem to understand. In the attached .love you will see my current problem. My on_colli...
by Reef
Thu Apr 30, 2015 5:43 am
Forum: Games and Creations
Topic: Warlock's Tower (RELEASED!)
Replies: 30
Views: 29782

Re: Warlock's Tower - A Movement Puzzle

Looks great! I'm glad you are still working on this