Search found 149 matches

by Jack5500
Sat Dec 10, 2011 3:38 pm
Forum: Support and Development
Topic: Multiple questions
Replies: 5
Views: 655

Re: Multiple questions

I can't answer all questions, but I try my best:

2) Fizz, had a warpy thingy. Here's the code, but I don't know if it's working right off or if you need the fizz.lua

Code: Select all

player.x, player.y = player.x%800, player.y%600
4) What wreid Obey?
by Jack5500
Fri Dec 09, 2011 11:25 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1698
Views: 449367

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

I'm working on a 2D (duh) platformer. By now I have a tile based map system and a jumping character that gets ported to the ther side when leaving the screen. As well as a recangle making up the ground.If you have any suggestions or interesting features (code-wise) fell free to let me know: http://i...
by Jack5500
Fri Dec 09, 2011 8:00 pm
Forum: Support and Development
Topic: Mapeditor and Collisons
Replies: 3
Views: 814

Re: Mapeditor and Collisons

I responded to a PM about using Noah's Ark to learn about sidescrolling and I thought my response could help the general public. I'm glad you like my Noah's Ark game! However, I strongly encourage you not to use any of Noah's Ark code and to merely look at it. I wrote that code and created all the ...
by Jack5500
Fri Dec 09, 2011 6:50 pm
Forum: Support and Development
Topic: Mapeditor and Collisons
Replies: 3
Views: 814

Re: Mapeditor and Collisons

Hey, If you want to learn how to make tile-based maps, you should check out these great tutorials: https://github.com/kikito/love-tile-tutorial I've made a map, but I have a problem with collision and my basic question would be which approach to choose. It's supposed to get a platformer (jumping, di...
by Jack5500
Fri Dec 09, 2011 2:33 pm
Forum: Support and Development
Topic: TILE GAME!
Replies: 16
Views: 3130

Re: TILE GAME!

This is the best tutorial ever. Please finish it. It helped me a lot!
by Jack5500
Wed Dec 07, 2011 9:46 pm
Forum: Support and Development
Topic: How can i remove a "love.graphics.print" ?
Replies: 6
Views: 1124

Re: How can i remove a "love.graphics.print" ?

Okay, thanks very much. I've added the solution to my first posts, so people who are itnerested in the solution can easily see it. Thanks again. I'll surely have more concern, good to know that there is a strong community beyond Löve :D
by Jack5500
Wed Dec 07, 2011 9:16 pm
Forum: Support and Development
Topic: How can i remove a "love.graphics.print" ?
Replies: 6
Views: 1124

Re: How can i remove a "love.graphics.print" ?

No, I want to remove it after a key is pressed, which I could code in the "function love.keypressed(key)" part. But I would need an actual comamnd to erase that command. With your suggestion I'd have to make a boolean variable to declare if the text is drawn or not, which isn't the best solution, is...
by Jack5500
Wed Dec 07, 2011 8:59 pm
Forum: Support and Development
Topic: How can i remove a "love.graphics.print" ?
Replies: 6
Views: 1124

Re: How can i remove a "love.graphics.print" ?

function love.load() width = love.graphics.GetWidth() height = love.graphics.GetHeight() love.graphics.setFont(18) player ={ grid_x = 256, grid_y = 256, act_x = 200, act_y = 200, speed = 10 } playertext ={ one_x = player.act_x, one_y = player.act_y } WelcomeText ={ width = width/2, height = height/...
by Jack5500
Wed Dec 07, 2011 8:41 pm
Forum: Support and Development
Topic: How can i remove a "love.graphics.print" ?
Replies: 6
Views: 1124

How can i remove a "love.graphics.print" ?

The Original question: I created the love.graphics.print in the love.draw() function, but how can I remove it, without clearing the whole screen? The answer: 1. Define a boolean in the love.load() 2. When your requirements for the clearing are matched change the "boolean" to false (or whatever) 3. A...