Search found 198 matches
- Sat Oct 27, 2012 1:07 pm
- Forum: Libraries and Tools
- Topic: comptest - A simulated love computer! RELEASED
- Replies: 6
- Views: 4778
- Wed Oct 24, 2012 4:23 pm
- Forum: Support and Development
- Topic: problem with loop?
- Replies: 5
- Views: 2554
Re: problem with loop?
he already solved it.
- Fri Jun 29, 2012 7:30 pm
- Forum: Support and Development
- Topic: problem with classes
- Replies: 6
- Views: 1831
Re: problem with classes
credits = class:new() function credits:init(x, y, r) --PHYSICS STUFF self.cox = x self.coy = y self.x = x-1 self.y = y-1 self.speedy = 0 self.speedx = 0 self.width = 0 self.height = 0 self.static = true self.active = true self.category = 7 self.mask = {true, false, false, false, false, false, false...
- Fri Jun 29, 2012 6:17 pm
- Forum: Games and Creations
- Topic: Game: Fruitless
- Replies: 32
- Views: 19716
Re: Game: Fruitless
What is the "stepping stones" bit? How can I solve it?
- Fri Jun 29, 2012 5:56 pm
- Forum: General
- Topic: Question about site
- Replies: 2
- Views: 1194
Question about site
I saw:
Most users ever online was 643 on Mon Feb 14, 2011 6:42 pm
Was there an event or something on that day? Or was it just an ordinary day?
Most users ever online was 643 on Mon Feb 14, 2011 6:42 pm
Was there an event or something on that day? Or was it just an ordinary day?
- Fri Jun 29, 2012 5:47 pm
- Forum: Support and Development
- Topic: Shooting a projectile from a player
- Replies: 2
- Views: 4539
Re: Shooting a projectile from a player
to shoot to mouse you can do something like this:
if I remember correctly
Code: Select all
function love.update(dt)
dir = math.atan2(YOFbullet-YOFMOUSE,XOFbullet-XOFMOUSE)
speed = 5
ax = speed * dt * math.cos(dir)
by = speed * dt * math.sin(dir)
x = x + ax
y = y + ay
end
- Fri Jun 29, 2012 5:42 pm
- Forum: Support and Development
- Topic: problem with classes
- Replies: 6
- Views: 1831
Re: problem with classes
credits = class:new() function credits:init(x, y, r) --PHYSICS STUFF self.cox = x self.coy = y self.x = x-1 self.y = y-1 self.speedy = 0 self.speedx = 0 self.width = 0 self.height = 0 self.static = true self.active = true self.category = 7 self.mask = {true, false, false, false, false, false, false...
- Fri Jun 29, 2012 5:41 pm
- Forum: Games and Creations
- Topic: Adventures of Barnabus! [T.A.O.T.R.T.W.G.E.]
- Replies: 93
- Views: 34442
Re: T.A.O.T.R.T.W.G.E.
It isn't bad, but there is a few things that could be tweaked up. Movement, your guy should move by a number that the tile size divides by. This way you don't get that weird thing were your guy is stuck a couple pixels from a block but can't go all the way to it. What I mean is, suppose your tilesi...
- Fri Jun 29, 2012 5:39 pm
- Forum: Support and Development
- Topic: problem with classes
- Replies: 6
- Views: 1831
problem with classes
so I this is what I have in my init of the class: self.pos = (8*scale) + love.graphics.getHeight() self.speed = 0 self.text = {"credits","here, you can add","lines to the credits","and customize them in this table","leave a space for a seperator",&qu...
- Wed Jun 27, 2012 4:06 pm
- Forum: Libraries and Tools
- Topic: SuperSprite - Draw and Animate Pixel-Styled Sprites
- Replies: 25
- Views: 14838