Search found 87 matches

by Chroteus
Tue May 10, 2016 7:51 pm
Forum: Games and Creations
Topic: Plank and Bob - a puzzle with indirect controls
Replies: 2
Views: 1401

Plank and Bob - a puzzle with indirect controls

big_banner.png Story Bob and Rose, a happy and loving couple were living together without a care in the world. That is, until the Box nation attacked. They were vicious. They almost tickled Rose to death! Luckily, Bob's old friend Plank was there to save them... for 50 levels until they finally esc...
by Chroteus
Thu Dec 17, 2015 6:47 pm
Forum: Support and Development
Topic: Creating an image editor... only clearing part of a canvas?
Replies: 8
Views: 1585

Re: Creating an image editor... only clearing part of a canv

Although kind of off-topic, I wanted to share something you guys helped me to create, which I never thought of before. A smooth fog of war. My game world isn't that big (50x50 with 32x32 tiles) so canvas size shouldn't be a problem. First, a canvas the size of the world is created and then filled wi...
by Chroteus
Thu Nov 20, 2014 2:52 pm
Forum: Support and Development
Topic: [Solved]Fading to Black and Back
Replies: 7
Views: 3707

Re: [Solved]Fading to Black and Back

Hmm, as long as you initialize everything in init, everything will load fine. The reason putting to enter doesn't work is because of the following order: INIT -> Transition state -> ENTER & state you've switched to ("State" from now on) Since in transition state, State's draw function is called, any...
by Chroteus
Thu Nov 20, 2014 1:08 pm
Forum: Support and Development
Topic: [Solved]Fading to Black and Back
Replies: 7
Views: 3707

Re: [Solved]Fading to Black and Back

Or, you can use Venus, which is exactly what you're looking for: Smooth transitions between gamestates (including fade)
Link: viewtopic.php?f=5&t=78018
by Chroteus
Thu Aug 28, 2014 5:24 pm
Forum: Support and Development
Topic: Love2D Windows, Android, Flash (test) exporter
Replies: 25
Views: 10964

Re: Love2D Windows, Android, Flash (test) exporter

Since you're using Qt to develop this, can you make the Linux version?
by Chroteus
Sat Aug 02, 2014 3:37 pm
Forum: Support and Development
Topic: Some clarification on HUMP.gamestate needed [Solved]
Replies: 5
Views: 2999

Re: Some clarification on HUMP.gamestate needed

You define gamestate variable after requiring menu, thus it can't see gamestate variable.

The top of your main.lua should look like this:

Code: Select all

gamestate = require "hump.gamestate"

require("entities")
require("menu")
require("world_map")
by Chroteus
Thu Jul 10, 2014 9:10 pm
Forum: Libraries and Tools
Topic: Löve "Light vs. Shadow" Engine [0.4.3]
Replies: 117
Views: 75644

Re: Löve "Light vs. Shadow" Engine [0.2.2]

Found that the problem was with hump's translation. Probably not even a problem, just me misunderstanding. Anyways, this is a function that takes a hump camera and gets the reverse translation that the light engine needs. Works great for me. function getLightTranslation(c) local tx,ty = love.graphi...
by Chroteus
Sat May 31, 2014 3:37 pm
Forum: Libraries and Tools
Topic: Venus - A gamestate library with smooth transitions
Replies: 20
Views: 7471

Re: Venus - A gamestate library with smooth transitions

Alright, I've added you as a collabarator. You have full access to repo now.
by Chroteus
Fri May 30, 2014 9:59 am
Forum: Libraries and Tools
Topic: Venus - A gamestate library with smooth transitions
Replies: 20
Views: 7471

Re: Venus - A gamestate library with smooth transitions

I can't keep up with you, I merge stuff, developed a new feature and you've already written something else! By the way, I already fixed the bug where calling update(dt) failed, so there was no need for that. EDIT: I closed that pull request because I implemented most of that already. EDIT2: I added ...
by Chroteus
Thu May 29, 2014 1:28 pm
Forum: Libraries and Tools
Topic: Venus - A gamestate library with smooth transitions
Replies: 20
Views: 7471

Re: Venus - A gamestate library with smooth transitions

Good idea. I cannot merge your changes right away (as I already fixed up some things), but I'll implement what you did with handling of defaults. Cool beans. I'll just slap my commits up on github as I go, they'll show in the current pull request. Feel free to pick and choose as you see fit. I was ...