Search found 153 matches
- Fri Jan 27, 2012 8:00 pm
- Forum: Support and Development
- Topic: draw question
- Replies: 3
- Views: 1383
Re: draw question
Since you're telling it to draw in the exact same spot each time it's going to draw them right on top of each other. I'm guessing you want something that will draw n circles in random positions and make them fly across the screen, so try something like this: px = 600 circles = {} for i=1,5 do circle...
- Tue Jan 24, 2012 5:34 am
- Forum: Support and Development
- Topic: Saving[Please helpDD:]
- Replies: 4
- Views: 2693
Re: Saving.
I assume you mean between sessions. You'll probably want to use love.filesystem.newFile() to generate a file, and you can load it using love.filesystem.load(). So you might have something that looks like this to create a save: savefile = love.filesystem.newFile('save.lua') savefile:open('w') savefil...
- Mon Jan 23, 2012 7:51 am
- Forum: Support and Development
- Topic: Light (dynamic?)
- Replies: 16
- Views: 6166
Re: Light (dynamic?)
There are several ways to do lights, since Löve supports stencils and framebuffers it's not too complicated even if you want multiple lights. I rely on the physics engine's features ( here's what I wrote about it ) to do dynamic lights. However my game's mechanic requires the lights to behave in a v...
- Fri Jan 20, 2012 4:43 pm
- Forum: Games and Creations
- Topic: Bomberman
- Replies: 14
- Views: 6880
Re: Bomberman
Yay bomberman! As the others said it does feel a little off, but it's playable, so thats a good start. I think the collision needs to be changed a bit, if you walk to the left into the bottom right corner of a block, you'll overlap the block a bit and won't be able to move up or left. Something to p...
- Tue Jan 17, 2012 6:10 am
- Forum: Support and Development
- Topic: Is there a safe way to generate physics polygons?
- Replies: 10
- Views: 2815
Re: Is there a safe way to generate physics polygons?
Thanks! hopefully I'll be able to finish In The Dark soon, I've been working on it in some capacity for a long time (my first rough proof of concept for it was just over 2 years ago :shock: ) but only seriously for the last few months. Trying out these angle based checks and they seem to work, now l...
- Tue Jan 17, 2012 3:28 am
- Forum: Support and Development
- Topic: Is there a safe way to generate physics polygons?
- Replies: 10
- Views: 2815
Re: Is there a safe way to generate physics polygons?
Cool, thanks. Somewhat ironically I don't remember any geometry from school because I spent the entire class programming games on a ti-83.
- Tue Jan 17, 2012 1:48 am
- Forum: Support and Development
- Topic: Is there a safe way to generate physics polygons?
- Replies: 10
- Views: 2815
Re: Is there a safe way to generate physics polygons?
Oh yeah, that makes sense, just compare each coord with the 2 adjacent and make sure none of the angles are > 180.
The easiest way I can think of to determine the polygon winding is averaging all the coords and comparing the angles to that center point, so I guess I'll give that a try.
Thanks
The easiest way I can think of to determine the polygon winding is averaging all the coords and comparing the angles to that center point, so I guess I'll give that a try.
Thanks
- Tue Jan 17, 2012 12:25 am
- Forum: Support and Development
- Topic: Is there a safe way to generate physics polygons?
- Replies: 10
- Views: 2815
Is there a safe way to generate physics polygons?
I started adding a polygon drawing tool to my map editor today, and I realized I can't think of an efficient way to ensure that the polygon is convex, or that the points are in counter-clockwise order. I figure there must be a fairly easy way to do this, but I haven't been able to come up with anyth...
- Tue Jan 17, 2012 12:14 am
- Forum: Support and Development
- Topic: Advanced Table Stuff[Solved][Thanks!]
- Replies: 4
- Views: 1534
Re: Advanced Table Stuff.
for some reason the bullets won't dissapear well for one i is not defined with your loop, but also like I said you don't want to mess with the table while you're iterating through it, bad things will happen. Try this: local delTable = {} for bIter, bullet in ipairs(bullet) do for zIter, zombie in i...
- Mon Jan 16, 2012 8:21 pm
- Forum: Support and Development
- Topic: Creating more than one block through 2 lua files
- Replies: 27
- Views: 10564
Re: Creating more than one block through 2 lua files
Basically you don't want to define things like love.draw or love.load outside of main.lua, what you should do is maybe rename them to blockdamageDraw or something and then call that within love.draw in main.lua so you have something like: function love.draw() love.graphics.rectangle("fill"...