Search found 264 matches

by Sheepolution
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?
by Sheepolution
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 ...
by Sheepolution
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 ...
by Sheepolution
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 ...
by Sheepolution
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 ...
by Sheepolution
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.
by Sheepolution
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?
by Sheepolution
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...
by Sheepolution
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 ...
by Sheepolution
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
I'm not sure how far you are, and what you can do. But I want you to try to figure out as much as you can.