Search found 51 matches

by IndieRetro
Fri Oct 17, 2014 5:15 am
Forum: Libraries and Tools
Topic: Loveballs, A love2d Softbody lib
Replies: 73
Views: 19555

Re: Loveballs, A love2d Softbody lib

This is really really neat. Is it possible to set different properties to different parts/sides of a blob? Like making it sticky but only on a certain part. Not currently, I've been working on arbitrary shapes for softbodys, but I will try to implement this soon. There's a very important update I n...
by IndieRetro
Wed Oct 08, 2014 3:43 pm
Forum: Libraries and Tools
Topic: Loveballs, A love2d Softbody lib
Replies: 73
Views: 19555

Loveballs, A love2d Softbody lib

LOVEBALLS LFBQypY7E3E Loveballs is a small softbody lib I have been working on for personal projects. It's pretty easy to use, here is a small example Documentation --Creates a softbody --smoothing is optional, the default settings are the best, essentially the number is how many nodes to pass in -...
by IndieRetro
Mon Sep 02, 2013 1:49 pm
Forum: General
Topic: LÖVE-Jam 1 [VOTING]
Replies: 105
Views: 13269

Re: LÖVE-Jam 1

I am in.

Everyone vote for space dammit!
by IndieRetro
Fri Jul 26, 2013 8:47 pm
Forum: General
Topic: Garrys mod community server!
Replies: 0
Views: 489

Garrys mod community server!

Hello people, I will be hosting a dedicated private Garrys mod build server most Friday nights and weekends(Some week days too) for all of you lovely people. So far there are only a small amount of players (being me, Kawata, Darkwater, maybe Shell32) Server details: ip: lovegmod.no-ip.biz password: ...
by IndieRetro
Fri Jun 28, 2013 2:05 pm
Forum: Support and Development
Topic: [Solved] - Beginner - Collision detection with projectiles
Replies: 5
Views: 1456

Re: - Beginner - Collision detection with projectiles

Haha yeah it should be b.x, my bad, also the bounding box I made was pretty bade, you will need to tweak the positions to make it work better, at the moment it is only checking a small 4x4 pixel box. EDIT: Something more like this function mob:update(dt) for i,v in ipairs(mob) do v.x = v.x - mob.spe...
by IndieRetro
Fri Jun 28, 2013 1:41 pm
Forum: Support and Development
Topic: [SOLVED]Really weird lag issue?[SOLVED]
Replies: 7
Views: 1784

Re: [SOLVED]Really weird lag issue?[SOLVED]

No problem! if you are not using a camera or something you could always do it like this

Code: Select all

lvl1:setDrawRange(player.x-800/2, player.y-800/2, 800/2, 600/2)
by IndieRetro
Fri Jun 28, 2013 1:36 pm
Forum: Support and Development
Topic: [SOLVED]Really weird lag issue?[SOLVED]
Replies: 7
Views: 1784

Re: Really weird lag issue?

I think you are doing that wrong, you want something like (camera.x,camera.y,640,480), 640x480 being the draw distance from camera.x and camera.y EDIT: Yep, you are doing it wrong, what you are doing is drawing the entire map all at once from 0x0 to the maps width and height, well a bit more actuall...
by IndieRetro
Fri Jun 28, 2013 1:33 pm
Forum: Support and Development
Topic: [SOLVED]Really weird lag issue?[SOLVED]
Replies: 7
Views: 1784

Re: Really weird lag issue?

Didn't look through the code but make sure you are not drawing the entire map all at once, you can use this to draw the map from a certain position

Code: Select all

Map:setDrawRange(x, y, w, h)
--Sets the draw range.
by IndieRetro
Fri Jun 28, 2013 1:26 pm
Forum: Support and Development
Topic: [Solved] - Beginner - Collision detection with projectiles
Replies: 5
Views: 1456

Re: - Beginner - Collision detection with projectiles

Just use aabb collision, for instance inside of your entities.lua function mob:update(dt) for i,v in ipairs(mob) do v.x = v.x - mob.speed * dt for a,b in ipairs(bullet) do if bullet.x > v.x and bullet.y > v.y and bullet.x < v.x+4 and bullet.y < v.y+4 then table.remove(mob, i); end end end end That i...
by IndieRetro
Sat Jun 15, 2013 10:03 am
Forum: Games and Creations
Topic: Mr. BallGuy 2!!!! ***V0.1.1 ALPHA***
Replies: 23
Views: 4448

Re: Mr. BallGuy 2!!!! ***V0.1.0 ALPHA***

Its pretty fun, as for suggestions, seeing as it gets to a point where the player is landing as the time the next ball hits him, possibly make the players gravity controllable with the up/down keys, so you can speed up the falling rate to help dodge the balls? :p