Search found 118 matches

by ninwa
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 ...
by ninwa
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...
by ninwa
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!

Robin wrote:What happens if you change it to:

Code: Select all

   local blitQuad = love.graphics.newQuad( (row-1) * self.frame_w,
                                                               (col-1) * self.frame_h,
? (I added parentheses.)
FML.

Thank you Robin, good eye.
by ninwa
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!

Robin wrote:Hm. Is the colour white?
Great point .
Robin wrote:(Also, you might not want to create a new Quad every frame, it's a bit wasteful.)
Actually, green (one of the colors from the sprite I'm performing this on.)
by ninwa
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 ...
by ninwa
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
by 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...
by ninwa
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...
by ninwa
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...
by ninwa
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...