Search found 49 matches

Wed May 21, 2014 6:16 pm
Forum: Games and Creations
Topic: Super Cube Field
Replies: 8
Views: 4377

Re: Super Cube Field

2700 = Beast?
Lol these winner titles.

I just held up and right and it sped up so fast that I got my score to 16399 in less than 2 seconds.
I guess I'm a Matrix Annihilator now.
Wed May 21, 2014 5:25 pm
Forum: Libraries and Tools
Replies: 11
Views: 1479

Oh my god I clicked on your channel to check it out and that opening video is fucking corny and funny.
Mon May 19, 2014 12:07 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 843
Views: 306032

Re: Simple Tiled Implementation - STI v0.7.4

While so, it's not processing any sort of collision nor moving by tile. I have a very simple platformer that I created; so I do know how to move a player freely, but I just don't fully understand how to restrict the player's movement to a grid. Can you add me on skype or something? I really want to ...
Sun May 18, 2014 9:15 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 843
Views: 306032

Re: Simple Tiled Implementation - STI v0.7.4

function player.update(dt) player.act_y = player.act_y - ((player.act_y - player.grid_y) * player.speed * dt) player.act_x = player.act_x - ((player.act_x - player.grid_x) * player.speed * dt) end Is there something wrong with this formula? I keep rubber-banding back to the starting position whenev...
Sun May 18, 2014 4:13 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 843
Views: 306032

Re: Simple Tiled Implementation - STI v0.7.4

In the map file, the tileset consists of many different numbers, not just 0s and 1s though? It's recognizing all other tiles as like 60s and 9s and 7s, etc.
Sat May 17, 2014 11:03 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 843
Views: 306032

Re: Simple Tiled Implementation - STI v0.7.4

Can I bother you to explain what each part of this means? function love.keypressed(key, isrepeat) if key == "up" then if collision.data[y - 1][x] ~= 1 then -- the block above us is not collidable, so we can walk there! player.act_y = player.act_y - 1 end return end end From what I understand, the ke...
Sat May 17, 2014 1:43 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 843
Views: 306032

Re: Simple Tiled Implementation - STI v0.7.4

I think I'm missing a key component to this whole thing. I've altered the act_x and act_y variables to what you earlier on suggested, and I've tried to put in the .data array, but even when I changed the act_y and act_x to y and x in the"if collision.data[player.act_y - 1][player.act_x] ~= 1 then" s...
Fri May 16, 2014 8:08 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 843
Views: 306032

Re: Simple Tiled Implementation - STI v0.7.4

I looked at the Documentation of STI and saw the Properties section, and figured as much. Should I be separating the layers using "map.layers" or something? I also saw the data array but there's a comment saying to not do that. function love.load() map = sti.new("assets/maps/map01") local groundLaye...
Fri May 16, 2014 6:53 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 843
Views: 306032

Re: Simple Tiled Implementation - STI v0.7.4

Here, I had my partner teach me how to make a .love because I'm bad
Fri May 16, 2014 6:36 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 843
Views: 306032

Re: Simple Tiled Implementation - STI v0.7.4

In Tiled I created a new layer and that's where I placed my objects like trees, bushes, and rocks. I want these to become "solid", where the player cannot go through, so, collision. type = "tilelayer", name = "solidlayer", x = 0, y = 0, width = 16, height = 16, visible = true, opacity = 1, propertie...