Search found 118 matches

by ninwa
Sat Nov 13, 2010 6:03 am
Forum: Support and Development
Topic: Weapons / Multiple Enemies / ** Now Bullets **
Replies: 30
Views: 2158

Re: Weapons / Multiple Enemies.

Instead of having your enemy details in a one level table like that, do something like this: enemies = {} function spawnEnemy(x,y, {other details}) table.insert(enemies, { x = x, y = y, other details = other details}) end Replace other details with all of the parameters you want to give a new enemy,...
by ninwa
Sat Nov 13, 2010 2:34 am
Forum: Support and Development
Topic: Spritebatch color?
Replies: 5
Views: 553

Re: Spritebatch color?

Would an acceptable solution be to have the original images be transparent? workaround at best. Sure. I would probably suggest just baking your own quick spriteBatch equivalent. It may not be equivalent within LOVE, but it'll work just as well, with the added bonus of being able to control transpar...
by ninwa
Sat Nov 13, 2010 2:30 am
Forum: Support and Development
Topic: Spritebatch color?
Replies: 5
Views: 553

Re: Spritebatch color?

Would an acceptable solution be to have the original images be transparent?
by ninwa
Sat Nov 13, 2010 2:26 am
Forum: Support and Development
Topic: Weapons / Multiple Enemies / ** Now Bullets **
Replies: 30
Views: 2158

Re: Weapons?

Maybe I can help a little. With anything, you should always start by defining what exactly you're going to be modeling in code, so: A weapon has what sort of properties? We can start with a really simple model. Firing rate Damage done some sort of "onFire" action, presumably a bullet spawner. And ea...
by ninwa
Fri Nov 12, 2010 7:07 am
Forum: Libraries and Tools
Topic: Primitive "Tiled" map loader and 2D game lighting
Replies: 26
Views: 12602

Re: Primitive "Tiled" map loader and 2D game lighting

Now featuring TechnoCat's "MessageInABottleLibrary." Walk to the NPC in the upper left and press 'z' Also, tidied up my lighting code. Feel free to peak around it. Also added "time of day" 1 minute = 1 hour, and the lighting changes based on this. http://www.josephbleau.com/PlanetCute_miab.love Than...
by ninwa
Tue Nov 09, 2010 7:24 am
Forum: Libraries and Tools
Topic: Primitive "Tiled" map loader and 2D game lighting
Replies: 26
Views: 12602

Re: Primitive "Tiled" map loader and 2D game lighting

Can you post a screenshot? Seems the frame buffer is screwing with me,that or the blend mode(or both) Got it not crashing by setting it up to 1024 Ask and you shall receive! :o) Outdoor area with lighting (check out the start) in real time it shimmers a little. http://i.imgur.com/LmqAn.png Inside t...
by ninwa
Mon Nov 08, 2010 8:13 pm
Forum: Libraries and Tools
Topic: Primitive "Tiled" map loader and 2D game lighting
Replies: 26
Views: 12602

Re: Primitive "Tiled" map loader and 2D game lighting

I'll post a screenshot up later, I'm currently at work, but the tileset the demo is using is not PO2-friendly, which I suspect may be causing the problems. It supports any Tiled map, with any tileset, so I may have to fix that even if I'm just padding the tiles. @Ryne, thank you! And you're more tha...
by ninwa
Mon Nov 08, 2010 6:38 am
Forum: Libraries and Tools
Topic: Primitive "Tiled" map loader and 2D game lighting
Replies: 26
Views: 12602

Re: Primitive "Tiled" map loader and 2D game lighting

I think lighting looks a lot better this way. I changed how multiple lightsources blend so it works better, plus am now able to create the effect you see on the star on the house. http://dl.dropbox.com/u/13836131/PC.love Also, press 'm' to load a different map. Was seeing how well my code handled do...
by ninwa
Sun Nov 07, 2010 11:50 pm
Forum: Support and Development
Topic: jumping tutorial?
Replies: 133
Views: 9943

Re: jumping tutorial?

Remove "img/" from before X.png. That would suggest it's in a directory called 'img,' which it's not.
by ninwa
Sun Nov 07, 2010 11:44 pm
Forum: Libraries and Tools
Topic: Primitive "Tiled" map loader and 2D game lighting
Replies: 26
Views: 12602

Re: Primitive "Tiled" map loader and 2D game lighting

I abstracted the lighting code out. Feel free to use it for whatever you want. require "MiddleClass.lua" Candle = class('Candle') Flame = class('Flame') -- The Candle library is going to take the liberty -- of keeping track of all of your current Flames. -- I need to do this because of how I'm doing...