Search found 61 matches

by SudoCode
Sat Sep 29, 2012 6:56 pm
Forum: Support and Development
Topic: Moving one point to another at a static speed
Replies: 11
Views: 2699

Re: Moving one point to another at a static speed

Sorry, I wasn't aware of that :|

I just deleted the folder since I'm not using it yet anyway.
by SudoCode
Sat Sep 29, 2012 6:45 pm
Forum: Support and Development
Topic: Moving one point to another at a static speed
Replies: 11
Views: 2699

Re: Moving one point to another at a static speed

What? Everything works fine for me. I have the same error as Lafolie. Are you sure you are trying the .love files, and not on your uncompressed folder instead? Yep, main.lua is in the root directory and world.lua is in src/game. I tried downloading the files from those links and they worked fine as...
by SudoCode
Sat Sep 29, 2012 5:03 pm
Forum: Support and Development
Topic: Advanced Tile Loader + camera
Replies: 5
Views: 1099

Re: Advanced Tile Loader + camera

Update the camera position each frame to playerX and playerY.
by SudoCode
Sat Sep 29, 2012 6:27 am
Forum: Support and Development
Topic: Moving one point to another at a static speed
Replies: 11
Views: 2699

Re: Moving one point to another at a static speed

What? Everything works fine for me.
by SudoCode
Sat Sep 29, 2012 3:40 am
Forum: Support and Development
Topic: Moving one point to another at a static speed
Replies: 11
Views: 2699

Moving one point to another at a static speed

I tried messing around with vectors for a bit to attempt to move the player towards the selected grid at a static speed, but no dice. I have attached two versions of the code - one in which the played is moved towards the intended position by continuously subtracting the difference between it's curr...
by SudoCode
Fri Sep 28, 2012 11:53 pm
Forum: Support and Development
Topic: RPG-style walking animations with AnAL
Replies: 3
Views: 1062

Re: RPG-style walking animations with AnAL

Create a variable that is updated on input and draw the animations from that. It's no different than changing the image displayed based on keypress.
by SudoCode
Fri Sep 28, 2012 10:39 pm
Forum: Support and Development
Topic: Advanced Tile Loader- empty tiles
Replies: 3
Views: 447

Re: Advanced Tile Loader- empty tiles

Use a transparent tile.
by SudoCode
Fri Sep 28, 2012 5:54 pm
Forum: Support and Development
Topic: Hardon Collider along with the tile loader
Replies: 5
Views: 1105

Re: Hardon Collider along with the tile loader

Set the tile properties in Tiled to something like "isSolid", then iterate through the tiles and populate a table with HC:addRectangle(tile.x, tile.y, tilesize, tilesize) for any tile.properties.isSolid.
by SudoCode
Fri Sep 28, 2012 1:12 am
Forum: Support and Development
Topic: File structure
Replies: 12
Views: 1690

Re: File structure

Here's a version that works. There's a bit of bloat still though.

It won't work because player.load refers to the table "player" with the key "load". You could store the function in the table if you wanted to though.
by SudoCode
Fri Sep 28, 2012 12:51 am
Forum: Support and Development
Topic: File structure
Replies: 12
Views: 1690

Re: File structure

It appears as if he just calls a function in love.load and then just runs everything through that. I'm sure you could get everything to run that way if you really wanted to, but I'm not entirely sure why you'd do such a thing or if it would be optimal. Maybe someone with more experience than I could...