Search found 264 matches
- Wed May 29, 2013 7:57 pm
- Forum: LÖVE-Android
- Topic: Releasing LÖVE games on Google Play?
- Replies: 3
- Views: 7751
Re: Releasing LÖVE games on Google Play?
Oh that makes sense. But it should be possible right?
- Wed May 29, 2013 7:12 pm
- Forum: LÖVE-Android
- Topic: Releasing LÖVE games on Google Play?
- Replies: 3
- Views: 7751
Releasing LÖVE games on Google Play?
So now we can actually play LÖVE games on Android, is there any possibility we can release those games on Google Play? I'm not sure how Google Play works, but as far as I know you can sell anything you can put on your Android. Still, it seems kinda user-unfriendly when the player needs to install a ...
- Tue May 28, 2013 7:19 am
- Forum: LÖVE-Android
- Topic: love-java-android/love-native-android: project information
- Replies: 72
- Views: 109878
Re: love-java-android/love-native-android: project informati
Really strange, I'm sure I put the game in both folders (downloads/cache and sd/love), but still nothing. It says it can't find any love games. EDIT: Tried it on another device, and it worked! So I'm not sure what's wrong with the other Android device. Also strange it that the first one asked me to ...
- Sun May 26, 2013 10:54 am
- Forum: Support and Development
- Topic: Moving....stuff!
- Replies: 5
- Views: 2150
Re: Moving....stuff!
So you can do this: x-position = 400 That's teleporting. But what you want to do is this: x-position = x-position + speed And I can recommend you to use dt (deltatime). So in the end you get something like this: function love.main() image = newImage("image") x = 10 y = 200 speed = 100 end ...
- Fri May 24, 2013 6:52 pm
- Forum: Support and Development
- Topic: Collision issue again?
- Replies: 3
- Views: 1326
Re: Collision issue again?
Omg. I was spending almost an half hour figuring out why it didn't work for me. But then I checked your images, and saw this: S1ky8j8.png So yeah, no wonder it dies when it's 500 pixels away from the platform! So I fixed the images, and also added a checkCollision function. Now hold on Sheep, I see ...
- Fri May 24, 2013 8:47 am
- Forum: LÖVE-Android
- Topic: love-java-android/love-native-android: project information
- Replies: 72
- Views: 109878
Re: love-java-android/love-native-android: project informati
Hmm.. my game doesn't use anything really advanced, so I thought it would be able to run it. I'm using my friend's android device, so I I'll have to wait for him to come online to try another game.
- Thu May 23, 2013 8:20 pm
- Forum: LÖVE-Android
- Topic: love-java-android/love-native-android: project information
- Replies: 72
- Views: 109878
Re: love-java-android/love-native-android: project informati
So I think I did everything correctly. Still, it says it can't find my game. I place my game.love in to both downloads/cache/ and sd/love/ folders. But nothing is happening when I try to run it. Anything I could be doing wrong?
- Thu May 23, 2013 6:32 pm
- Forum: Support and Development
- Topic: Character Jumping & checking if player is on ground?
- Replies: 8
- Views: 6787
Re: Character Jumping & checking if player is on ground?
Maybe I'm just not cut out for game development. I really don't want to give up though because I've been wanting to do this for 3 years and have 11 other people with me doing this. I've been there. I tried javascript, C#, AS3 before this, and it all didn't make sense to me. I really didn't make any...
- Thu May 23, 2013 1:51 pm
- Forum: Support and Development
- Topic: Maps and collisions
- Replies: 10
- Views: 6529
Re: Maps and collisions
Ah yes. Let's say the tile we're colliding with is number 7. level = { 1,1,1,1,1, 1,[],0,0,1, 1,0,0,0,1, 1,0,0,0,1, 1,1,1,1,1 --We are colliding with [], the 7th tile of the list. } So we need to figure out the position of the 7th tile. To draw the tile on the right place you do something like this ...
- Thu May 23, 2013 1:27 pm
- Forum: Support and Development
- Topic: Maps and collisions
- Replies: 10
- Views: 6529
Re: Maps and collisions
Code: Select all
for i=1,#Level.solid.map do
if Level.solid.map[i] ~=0 then
--collision code
if (collision) then
break
end
end
end