Search found 102 matches

by VideroBoy
Mon Nov 15, 2010 5:02 am
Forum: Libraries and Tools
Topic: Paralax Scrolling BG + Sprite Animations
Replies: 47
Views: 26217

Re: Paralax Scrolling BG + Sprite Animations

Maybe, for the next version, consider making the player's shadow an oval. Perspective and all that.

Also, to sorta echo what kikito first noticed, the whole "gliding to walk" thing is a little confusing.
by VideroBoy
Thu Nov 04, 2010 4:50 pm
Forum: General
Topic: LOVE Tutorials
Replies: 2
Views: 1179

Re: LOVE Tutorials

Just skimmed through it. My only nitpick is that the writer doesn't take advantage of a conf.lua file. He calls love.graphics.setMode and love.graphics.setCaption inside of love.load.
by VideroBoy
Wed Nov 03, 2010 1:28 am
Forum: General
Topic: Sunny the Happy Sunflower - Season 1 complete!
Replies: 42
Views: 16533

Re: Sunny the Happy Sunflower

Hey...This is also in the TIGSource forum.

What other forums are you posting these, Tesselode?
by VideroBoy
Tue Oct 19, 2010 5:00 am
Forum: Libraries and Tools
Topic: My own action adventure engine
Replies: 61
Views: 27916

Re: Action adventure game map test

OK gentlemen. It's 2 AM, and after lurking some random forum for an hour I've hacked in code to allow travel between maps.
by VideroBoy
Mon Oct 18, 2010 3:36 pm
Forum: Support and Development
Topic: The physics engine can't do line or "edge" shapes, can it
Replies: 8
Views: 1942

Re: The physics engine can't do line or "edge" shapes, can i

What so you need those "edges" for? Maybe there's a cleaner way too do what you want. As I mentioned, this is for a tile based game. I want something that acts like a zero-width wall between tiles, such that you can't enter one tile when crossing over from the other tile. I'm leery of a 6...
by VideroBoy
Sun Oct 17, 2010 11:52 pm
Forum: Support and Development
Topic: The physics engine can't do line or "edge" shapes, can it
Replies: 8
Views: 1942

Re: The physics engine can't do line or "edge" shapes, can i

I did a quick test and the narrowest I could make a rectangle is 6 pixels (meter is set to 64 pixels). That might be a bit high in a world made of 64x64 tiles. These edge bodies are going to lie between tiles you see.
by VideroBoy
Sun Oct 17, 2010 11:09 pm
Forum: Support and Development
Topic: The physics engine can't do line or "edge" shapes, can it
Replies: 8
Views: 1942

The physics engine can't do line or "edge" shapes, can it

Because that would be too bad. It would make something I'm trying to do easier. :|
by VideroBoy
Mon Oct 11, 2010 4:12 pm
Forum: Support and Development
Topic: Transferring physics bodies to new worlds
Replies: 1
Views: 1070

Transferring physics bodies to new worlds

Say I have a physics world representing the current level. I want to delete this world and create a new one to represent the next level. The next level has different dimensions and other properties that I can't change in the current world, so I have to create a new world. The player character has it...
by VideroBoy
Thu Oct 07, 2010 10:44 pm
Forum: Libraries and Tools
Topic: My own action adventure engine
Replies: 61
Views: 27916

Re: Action adventure game map test

If the floats are the problem, you can probably use map.floor to transform them into integers before drawing them... have you tried that? Yeah I guess I can do that. SpaceNinja.love Isn't there something filtering setting I can manipulate though to make Löve handle the floats though? I'd think draw...