Search found 87 matches
- Tue Aug 23, 2016 6:13 pm
- Forum: Support and Development
- Topic: Scrolling horizontal background
- Replies: 2
- Views: 2820
Re: Scrolling horizontal background
You've got two options. Either you have a fixed camera and move everything each frame to move around the viewpoint or you have fixed things on the screen and move the screen/camera around to move the view. While the former method may be a little easier than if you opt for moving the screen instead t...
- Tue Aug 16, 2016 9:51 am
- Forum: Support and Development
- Topic: Transform number with function ensuring two bounds kept
- Replies: 6
- Views: 3815
Re: Transform number with function ensuring two bounds kept
Ironically the elongated s shape from wikipedia I ended up using works pretty well for the slowdown with it not getting much slower once already close to but thanks for the help and if I need to transform something else that method looks simpler and much easier to use.
- Mon Aug 15, 2016 11:03 pm
- Forum: Support and Development
- Topic: Transform number with function ensuring two bounds kept
- Replies: 6
- Views: 3815
Re: Transform number with function ensuring two bounds kept
I'm already using kikito's tween library in the game. xD Aren't they very dependent on time input being passed through though? I need to calculate the curved data in the same frame.
- Mon Aug 15, 2016 10:41 pm
- Forum: Support and Development
- Topic: Transform number with function ensuring two bounds kept
- Replies: 6
- Views: 3815
Re: Transform number with function ensuring two bounds kept
I managed to get it to work closely enough using
After a lot of fiddling around with google's auto plot and https://en.wikipedia.org/wiki/Generalis ... c_function
Code: Select all
function mapSlowToCurve(x)
return 5+((100-5)/((1+(math.exp(-0.05*((x*2)-85)))^2)))
end
- Mon Aug 15, 2016 2:59 pm
- Forum: Support and Development
- Topic: Transform number with function ensuring two bounds kept
- Replies: 6
- Views: 3815
Transform number with function ensuring two bounds kept
So I'm implementing a bullet time system that changes dt passed to later code to slow down time as the player gets closer to colliding with anything. It's working but my problem is I don't want the time slowdown to just be linear. My relevant code is this local doSlow = 100 local sx = a number value...
- Tue Aug 09, 2016 1:25 pm
- Forum: Support and Development
- Topic: Attributing love2d in game
- Replies: 3
- Views: 2739
Re: Attributing love2d in game
I've done both so far but my source code for my game isn't going to be open source and I'm focused on the mobile version so I don't know if hiding the license files within an apk file is good enough either.
- Tue Aug 09, 2016 12:21 pm
- Forum: Support and Development
- Topic: Attributing love2d in game
- Replies: 3
- Views: 2739
Attributing love2d in game
I'm working on my credits menu for a game and I'm wondering how exactly is the best way to follow the licenses of love2d and the open source libraries I've used. Currently I've got the game linking to the website of each source on a user click but I'm not sure this is enough to follow the conditions...
- Fri Aug 05, 2016 5:07 pm
- Forum: Libraries and Tools
- Topic: Typewriter - an auto typing module
- Replies: 0
- Views: 1455
Typewriter - an auto typing module
I was trying to implement an auto typing system into a game so I thought I would make it into a full module of its own so I could test it in a new love project and implement it into my game once done. Now I've done that I've got a possibly useful module for automated typing that I thought I may as w...
- Fri Aug 05, 2016 11:02 am
- Forum: Libraries and Tools
- Topic: [tool] LoveToAndroid - .love to .apk without thinking
- Replies: 53
- Views: 85125
Re: [tool] LoveToAndroid - .love to .apk without thinking
Works great for me thank you!
- Wed Aug 03, 2016 8:59 am
- Forum: Support and Development
- Topic: [Custom] Physics Objects
- Replies: 4
- Views: 2678
Re: [Custom] Physics Objects
I modified newRectangleImageShape for that reason xD
Well could you wrap a table with draw methods around the userdata then? Make the userdata a field in a table with extra methods and not mess with the userdata to add functionality.
Well could you wrap a table with draw methods around the userdata then? Make the userdata a field in a table with extra methods and not mess with the userdata to add functionality.