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.
Search found 102 matches
- Mon Nov 15, 2010 5:02 am
- Forum: Libraries and Tools
- Topic: Paralax Scrolling BG + Sprite Animations
- Replies: 47
- Views: 26217
- 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.
- 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?
What other forums are you posting these, Tesselode?
- 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.
- 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...
- 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.
- 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.
- Sun Oct 17, 2010 5:54 pm
- Forum: General
- Topic: Post your desktop! :o)
- Replies: 80
- Views: 19940
Re: Post your desktop! :o)
http://img683.imageshack.us/img683/491/ajmdesktop.png
And because I'm feeling clever:
http://img80.imageshack.us/img80/5641/ajmdesktop2.png
And because I'm feeling clever:
http://img80.imageshack.us/img80/5641/ajmdesktop2.png
- 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...
- 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...