Search found 118 matches
- Sun Nov 07, 2010 9:25 pm
- Forum: Libraries and Tools
- Topic: Primitive "Tiled" map loader and 2D game lighting
- Replies: 26
- Views: 24427
Primitive "Tiled" map loader and 2D game lighting
Feel free to steal from the code, press 1, 2, or 3 to set the lighting to different brightnesses. Notice the lightsource underneath the player. Also, this map is being loaded in from a map created with Tiled. There are a few demo maps, just look in the directory and change the map name that's being ...
- Sun Nov 07, 2010 4:38 am
- Forum: Support and Development
- Topic: Camera Shake? / Collisions / Enemies...
- Replies: 57
- Views: 19913
Re: Camera Shake? / Collisions
Ryne, the collision detection function you are using is going to return a 'true' value if the two objects are colliding, and a 'false' value if they are not. When a function returns a value you can think of it as "passing it back to the code." So let's say I had a function which was real s...
- Sun Nov 07, 2010 1:20 am
- Forum: Support and Development
- Topic: [Solved] Silly love.graphics.quad question!
- Replies: 5
- Views: 1472
Re: Silly love.graphics.quad question!
FML.Robin wrote:What happens if you change it to:? (I added parentheses.)Code: Select all
local blitQuad = love.graphics.newQuad( (row-1) * self.frame_w, (col-1) * self.frame_h,
Thank you Robin, good eye.
- Sun Nov 07, 2010 1:12 am
- Forum: Support and Development
- Topic: [Solved] Silly love.graphics.quad question!
- Replies: 5
- Views: 1472
Re: Silly love.graphics.quad question!
Great point .Robin wrote:Hm. Is the colour white?
Actually, green (one of the colors from the sprite I'm performing this on.)Robin wrote:(Also, you might not want to create a new Quad every frame, it's a bit wasteful.)
- Sun Nov 07, 2010 1:06 am
- Forum: Support and Development
- Topic: [Solved] Silly love.graphics.quad question!
- Replies: 5
- Views: 1472
[Solved] Silly love.graphics.quad question!
(Yes I know one exists already, but) I'm writing a small sprite/animation library, and naturally I'm going to run into issues on the first most trivial thing I write, that said: Main.lua require "Sprite.lua" function love.load() love.graphics.setBackgroundColor(59,185,255) -- gorgeous sky ...
- Sun Nov 07, 2010 1:02 am
- Forum: Support and Development
- Topic: Camera Shake? / Collisions / Enemies...
- Replies: 57
- Views: 19913
Re: Camera Shake?
Post removed in lieu of the fact that I feel as though I may just be further confusing a problem I probably misunderstood! - Ninwa
- Sat Nov 06, 2010 8:48 am
- Forum: Support and Development
- Topic: Newbie questions (re: particles, physics, audio)
- Replies: 12
- Views: 2824
Re: Newbie questions (re: particles, physics, audio)
So glad I happened to stumble on this, I was having problems with my audio earlier today and this fixed it up. The only problem I have with the sound manager is that it's absolutely terrible for large files (because it loads the whole file into memory and decodes it.) Using this for my background mu...
- Sat Nov 06, 2010 4:22 am
- Forum: Games and Creations
- Topic: Breakaround - My take on the classic 'Breakout'
- Replies: 5
- Views: 2081
Re: Breakaround - My take on the classic 'Breakout'
Added a framework for powerups: Left click to activate them, Right click to drop them. A couple of demo powerups, they come at a high frequency but this will be tweaked eventually, it's just for testing: E is explosive (causes an explosion around the ball in a 75px radius blowing out blocks around y...
- Fri Nov 05, 2010 9:30 pm
- Forum: Games and Creations
- Topic: Breakaround - My take on the classic 'Breakout'
- Replies: 5
- Views: 2081
Re: Breakaround - My take on the classic 'Breakout'
This might be an Idea for the g-sensor of the Caanoo :-). The goal is to finish the game and then port it to the iPhone (I've already ported my space-scout game :) ), however I'm not sure using the accelerometer will really benefit the controls in any manner. I would probably do rotation by draggin...
- Fri Nov 05, 2010 9:25 pm
- Forum: General
- Topic: Collision detection using separate axis theorem,
- Replies: 2
- Views: 1745
Re: Collision detection using separate axis theorem,
I've used this before, I switched over to my on algorithm, which involves a lot of rotating in a relativistic fashion. I'll [eventually] make a tutorial on how to use it. :P If you wouldn't mind, I would love to profile the two methods and see which is faster. I don't do a lot of collision checks i...