Search found 102 matches

by Imaculata
Wed Mar 15, 2017 1:34 pm
Forum: Support and Development
Topic: Pixelart - Canvas rendering question
Replies: 19
Views: 3839

Re: Pixelart - Canvas rendering question

Interesting, thanks! So I basically just need to change the dimensions to a whole number. I thought I was already doing that. But I'll have a looksy, and update the topic when I got it fixed. Thanks a lot.
by Imaculata
Wed Mar 15, 2017 12:25 pm
Forum: Support and Development
Topic: Pixelart - Canvas rendering question
Replies: 19
Views: 3839

Pixelart - Canvas rendering question

I'm working on a simple Castlevania-style 2d platformer. It uses an 8-bit style, with tiles that are 8 by 8 pixels. Naturally this means all this stuff has to be stretched to fullscreen. Drawing the tiles directly to the screen, and then scaling them, gave very bad results. I basically got a lot of ...
by Imaculata
Wed Mar 01, 2017 5:20 pm
Forum: Support and Development
Topic: Need help with BUMP collission resolution
Replies: 7
Views: 1434

Re: Need help with BUMP collission resolution

Thanks for all the great advise. I've got it working now.

Now its just a matter of cleaning up all the movement rules for the player, so she can smoothly transition between normal movement and climbing ladders. That will just take a bit of trial and error.
by Imaculata
Wed Mar 01, 2017 10:44 am
Forum: Support and Development
Topic: Need help with BUMP collission resolution
Replies: 7
Views: 1434

Re: Need help with BUMP collission resolution

UPDATE! I figured it out I think. It seems the playerFilter, since it is a function, does not like being passed along to another script as if it were a local value. I'm not exactly sure why this doesn't work, but moving the playerFilter to main.lua instantly causes the filter to work. But the boolea...
by Imaculata
Wed Mar 01, 2017 10:08 am
Forum: Support and Development
Topic: Need help with BUMP collission resolution
Replies: 7
Views: 1434

Re: Need help with BUMP collission resolution

Hmm, it still doesn't seem to be working. So, first of all, before I move the player, I initialize the playerFilter, like so: playerfunctions.lua: local playerFilter = function(item, other) print("Checking collisions...") if other.isWall or (other.isPlatform and player1.Y >= other.y + other.h) then ...
by Imaculata
Tue Feb 28, 2017 10:13 pm
Forum: Support and Development
Topic: Need help with BUMP collission resolution
Replies: 7
Views: 1434

Re: Need help with BUMP collission resolution

Thanks a lot! I'm going to give that a try first thing tomorrow.
by Imaculata
Tue Feb 28, 2017 3:37 pm
Forum: Support and Development
Topic: Need help with BUMP collission resolution
Replies: 7
Views: 1434

Need help with BUMP collission resolution

I'm just getting started with BUMP, and while the basics seem straight forward, the documentation leaves a little bit to be desired. Specifically regarding collision types, and collision resolution. I've got a basic 2d tile-based platformer working, with "slide" as the collision resolution. Of cours...
by Imaculata
Wed Sep 28, 2016 4:55 pm
Forum: Support and Development
Topic: Simple question about tables
Replies: 10
Views: 1942

Re: Simple question about tables

Success! http://oi66.tinypic.com/2hdscxs.jpg The particle system is working! The game first creates particle emitter templates, which can then be spawned when a script calls for it. Once a particle emitter has been created, it can be addressed by name later, and switched on or off, or have its posit...
by Imaculata
Tue Sep 27, 2016 9:35 am
Forum: Support and Development
Topic: Simple question about tables
Replies: 10
Views: 1942

Re: Simple question about tables

Ah, much appreciated, thanks!

And my apologies if a lot of this is basic beginner stuff.
I greatly appreciate all the feedback and help.
by Imaculata
Mon Sep 26, 2016 4:03 pm
Forum: Support and Development
Topic: Simple question about tables
Replies: 10
Views: 1942

Re: Simple question about tables

So, I now use this script to copy a particle emitter template into a list of active emitters. function createEmitter(emittype, emitname, active, emitx, emity, xspeed, yspeed) local currentemitter = emittertypes[emittype] local newemitter = emitname emitterlist[newemitter] = {name = emitname, type = ...