Search found 113 matches

by Vimm
Sun Apr 17, 2016 10:36 pm
Forum: Support and Development
Topic: [SOLVED]Platformer help using multiple platforms
Replies: 2
Views: 516

[SOLVED]Platformer help using multiple platforms

So I made a little platformer thingy with only one platform, it moves and jumps just fine, but as soon as i went to make another platform I knew I was doing it wrong.

Instead of trying to explain in detail, just try running the game and you'll see what I mean.
by Vimm
Sun Apr 17, 2016 10:27 pm
Forum: Support and Development
Topic: wonky player controls
Replies: 4
Views: 671

Re: wonky player controls

so I tried to see how far I could get in making a platformer on my own, with no references. I got a lot farther than I thought I would but I've hit a snag. My players controls are very..odd, try running it and you'll see what I mean. Unless its somehow just a me problem in which case...rip Ok I fig...
by Vimm
Sun Apr 17, 2016 8:06 pm
Forum: Support and Development
Topic: wonky player controls
Replies: 4
Views: 671

Re: wonky player controls

bobbyjones wrote:It does not run for me. What version of love is it for?
I use 0.9.2
by Vimm
Sun Apr 17, 2016 10:46 am
Forum: Support and Development
Topic: How do you temporarily disable collisions? - love.physics
Replies: 5
Views: 1295

Re: How do you temporarily disable collisions? - love.physics

Not quite sure what you mean. If you don't want one object to collide with another object just don't check for collisions. If you mean you only want it to not collide when say, a button is being held down, you could set a Boolean variable like canCollide=true Then you could set that to false when y...
by Vimm
Sun Apr 17, 2016 10:03 am
Forum: Support and Development
Topic: How do you temporarily disable collisions? - love.physics
Replies: 5
Views: 1295

Re: How do you temporarily disable collisions? - love.physics

Not quite sure what you mean. If you don't want one object to collide with another object just don't check for collisions. If you mean you only want it to not collide when say, a button is being held down, you could set a Boolean variable like canCollide=true Then you could set that to false when yo...
by Vimm
Sun Apr 17, 2016 8:22 am
Forum: Support and Development
Topic: wonky player controls
Replies: 4
Views: 671

wonky player controls

so I tried to see how far I could get in making a platformer on my own, with no references. I got a lot farther than I thought I would but I've hit a snag. My players controls are very..odd, try running it and you'll see what I mean. Unless its somehow just a me problem in which case...rip
by Vimm
Sun Apr 17, 2016 4:32 am
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 153648

Re: "Questions that don't deserve their own thread" thread

why can't you use tables as values for setColor? lets say I make a variable called r and in setColor I do love.graphics.setColor(r, 255,255) whatever I set r to produces the result you would think, but lets say i make a table called colors and do something like colors = {} colors.r = 255 colors.g = ...
by Vimm
Fri Apr 15, 2016 8:29 pm
Forum: Support and Development
Topic: lerping - how to continue past target position
Replies: 4
Views: 704

Re: lerping - how to continue past target position

As I mentioned in a different thread, that's actually not LERPing (linear interpolation); that's an exponential approach (a geometric successon) with an asymptote in the target position, meaning it will approximate it more and more and more but never go past it. It's not how you're supposed to use ...
by Vimm
Fri Apr 15, 2016 10:02 am
Forum: Support and Development
Topic: lerping - how to continue past target position
Replies: 4
Views: 704

lerping - how to continue past target position

so I have this code function love.load() randomX = love.math.random(0, (love.window.getWidth())) randomY = love.math.random(0, (love.window.getHeight())) ballX = love.window.getWidth()/2 ballY = love.window.getHeight()/2 end function love.update(dt) ballX = lerp(ballX, randomX, (2 * dt)) ballY = ler...
by Vimm
Fri Apr 15, 2016 6:20 am
Forum: General
Topic: Should I take the time to fully learn lua?
Replies: 4
Views: 1070

Re: Should I take the time to fully learn lua?

Yes. The language is very small and simple, and the PIL book and reference manual are both short reads. Take a few hours to read them if you haven't done that yet, it's bound to save you a lot more time later since you won't have to interrupt your workflow to figure out how to do what you want. If ...