Continuing work on my metroidvania, mainly on the camera and transitions. Here goes a demo. I'd recommend you walk to the left.
Arrows to move, x to jump, a to use magnet boots (only on dark green ground) and S to shoot a teleportation puck.
Search found 51 matches
- Mon Mar 09, 2015 10:04 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1505662
- Mon Mar 09, 2015 12:47 pm
- Forum: General
- Topic: [Beginner] I can't seem to grasp platformers
- Replies: 21
- Views: 8375
Re: [Beginner] I can't seem to grasp platformers
I don't think platformers are as difficult as people in this thread are making them out to be. At the beginner level they can be quite simple. Things like moving platforms, rotating platforms, animations, curved slopes and complex enemies can be difficult but I believe making a Mario type platformer...
- Fri Mar 06, 2015 6:40 pm
- Forum: General
- Topic: Objects "sliding" with polygon collision detection
- Replies: 2
- Views: 2304
Re: Objects "sliding" with polygon collision detection
When using polygons and circles for collisions between platforms and other objects, is there a way to have objects fall when in the air, but not "slide" down sloped platforms (this is using my own collision detection code, not love.physics)? This happens because the object is "popped...
- Mon Mar 02, 2015 12:17 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1505662
Re: What's everyone working on? (tigsource inspired)
Working on a Metroidvania I think I'm going to call Forerunners. Right now I've got most of the basics implemented; map switching, wall jumping, the tile engine (Thanks STI!) and a few of the camera functions. I'm going to try and do a Zelda thing and have several different gadgets the player can us...
- Fri Feb 27, 2015 2:04 pm
- Forum: General
- Topic: How do you deal with boredom?
- Replies: 15
- Views: 10979
Re: How do you deal with boredom?
I've released a bunch of Flash games and I always get bored near the beginning or close to the end. Dealing with a blank slate (which was the case when I had started Love2d and had none of my AS3 sources :c) and polishing always make me bored, but of most of the time I could power through it. In the...
- Wed Feb 18, 2015 10:00 pm
- Forum: General
- Topic: How to smoothly rotate while dealing with rollover
- Replies: 9
- Views: 3085
Re: How to smoothly rotate while dealing with rollover
Thank you both! Even when I was making games in Flash this was an issue I had trouble with. I plan on using dt in some regard, I'm just not sure what kind of implementation I'm going to go with. I'm glad you like where the game is going, I hope in a few months I can come back with something more don...
- Wed Feb 18, 2015 3:22 am
- Forum: General
- Topic: How to smoothly rotate while dealing with rollover
- Replies: 9
- Views: 3085
Re: How to smoothly rotate while dealing with rollover
Do something like: self.rot = self.rot + self.rotationSpeed * dt I'm not really sure what you're variables mean or how they're calculated, so I can't help you more unless you upload a .love What I'm trying to do is pretty simple and isn't really tied to any of my other code. tRot isn't calculated, ...
- Wed Feb 18, 2015 1:54 am
- Forum: General
- Topic: How to smoothly rotate while dealing with rollover
- Replies: 9
- Views: 3085
Re: How to smoothly rotate while dealing with rollover
Unless I'm missing something I don't see how including dt in this section of code would help solve the problem.davisdude wrote:Use dt
- Wed Feb 18, 2015 1:32 am
- Forum: General
- Topic: How to smoothly rotate while dealing with rollover
- Replies: 9
- Views: 3085
How to smoothly rotate while dealing with rollover
So I have a character that's going to rotate based on the ground they're on. I want the game to smoothly move the character from one angle to the next. So I wrote this simple thing. self.rot = self.rot + (self.tRot-self.rot)/5 tRot is the "to rotation", while rot is the current rotation. T...
- Fri Feb 06, 2015 8:12 pm
- Forum: General
- Topic: ZeroBrane and Windows 8
- Replies: 7
- Views: 5663
Re: ZeroBrane and Windows 8
If I'm not mistaken in ZeroBrane you can set the location of the compiler. I think it looks to C:/ProgramFiles/Love I was having errors similiar to yours when I first started using the ZeroBrane and it turned out that when I installed love it was installed to C:/ProgramFiles (x86)/Love as opposed to...