Search found 153 matches

by The Burrito
Mon Jan 16, 2012 8:02 pm
Forum: Support and Development
Topic: Advanced Table Stuff[Solved][Thanks!]
Replies: 4
Views: 457

Re: Advanced Table Stuff.

I haven't actually looked at your code but the first can be done more or less how you wanted to, by using nested loops like this: for bIter, bullet in ipairs(bullets) do for zIter, zombie in ipairs(zombies) do if bullet.x > zombie.x and bullet.x < zombie.x + 48 and bullet.y > zombie.y and bullet.y <...
by The Burrito
Sun Jan 15, 2012 5:33 pm
Forum: Support and Development
Topic: Restitution 0 still bounces
Replies: 10
Views: 1998

Re: Restitution 0 still bounces

A few of the rendering related functions have been renamed, which may or may not effect you, most of the work is in updating the physics. Heres some of my notes for while I was updating In The Dark: world is now (gravityx,gravityy,allowsleep) shapes no longer have a body param creating a fixture ref...
by The Burrito
Sat Jan 14, 2012 10:14 pm
Forum: Support and Development
Topic: Restitution 0 still bounces
Replies: 10
Views: 1998

Re: Restitution 0 still bounces

Where could I download 0.8? Since it's still in development you'll probably have to compile it yourself. I use the PPA ( https://launchpad.net/~bartbes/+archive/love-unstable ) when developing under Linux and MSVC 2010 to compile under windows (you'll have to grab the source from bitbucket and the ...
by The Burrito
Sat Jan 14, 2012 9:24 pm
Forum: Support and Development
Topic: Restitution 0 still bounces
Replies: 10
Views: 1998

Re: Restitution 0 still bounces

Ruirize wrote:Not sloppy at all; The player hits a wall, therefore they should stop
I just mean every time you manually set velocities you introduce an opportunity for the physics to break, so you want to do it as little as possible.
by The Burrito
Sat Jan 14, 2012 4:18 am
Forum: Support and Development
Topic: Restitution 0 still bounces
Replies: 10
Views: 1998

Re: Restitution 0 still bounces

I assume you're using 0.7.1, in 0.8.0 restitution and friction seem to behave much more naturally. I don't think negative values will work. 0.8.0 is still a bit buggy but it might be worth upgrading or waiting if it's a key part of your game. One kind of sloppy solution in the mean time would be to ...
by The Burrito
Sat Dec 31, 2011 10:06 pm
Forum: Support and Development
Topic: Collision Problem
Replies: 10
Views: 2207

Re: Collision Problem

Yeah I guess, it's pretty simple, you have an anchor body, a joint connecting that to the wheel body (what you have right now). Then instead of connecting a shape to the second body, make a third body and attach the shape to it. Then attach that to the wheel body. So in the end you have body1 to bod...
by The Burrito
Sat Dec 31, 2011 8:23 pm
Forum: Support and Development
Topic: Collision Problem
Replies: 10
Views: 2207

Re: Collision Problem

It would be wherever you want the "enemy" to pivot around relative to the wheel body, so basically the center of the shape, you could also think of it like a Ferris Wheel, you need a base, a wheel, and then a box thats free to rotate so it stays right side up.
by The Burrito
Sat Dec 31, 2011 3:39 am
Forum: Support and Development
Topic: Chained audio sources
Replies: 3
Views: 608

Re: Chained audio sources

You can use audacity or something to break the files up, load them all, and play the first one (looping off) Then check each frame if songpart1:isStopped() then start playing the next one. It's kind of ugly but as long as your FPS stays pretty high you shouldn't notice the track switch. I did a quic...
by The Burrito
Sat Dec 31, 2011 2:27 am
Forum: Support and Development
Topic: Collision Problem
Replies: 10
Views: 2207

Re: Collision Problem

Sure if you want, but then you'll have to write your own collision stuff for it, the extra joint thing is how I would do it if I were making a platform to stand on, if it's something thats going to kill you and there aren't any other objects for it to push around then playing nice with the physics e...
by The Burrito
Sat Dec 31, 2011 12:31 am
Forum: Support and Development
Topic: Collision Problem
Replies: 10
Views: 2207

Re: Collision Problem

It has a fixed orientation relative to the axle. if it's going to be a ball and insta kill the character the rotation won't matter (you can leave the rotation out of the sprite rendering). Most of the methods I can think of to keep the shape axis aligned would be kind of hackish, but I suppose the b...