Search found 45 matches
- Sun Dec 31, 2017 6:49 am
- Forum: Games and Creations
- Topic: cool demos and miscellania
- Replies: 2
- Views: 2648
Re: cool demos and miscellania
Somebody was trying to attach a texture to a physics world polygon shape, it can be done using a mesh. Polygons have vertices in the physics world and when they're rendered by graphics.drawPolygon() and there's a limit of 8. That's standard for box2d, the reason being you can assemble multiple polyg...
- Sun Dec 31, 2017 6:13 am
- Forum: General
- Topic: Graphics module in threads
- Replies: 9
- Views: 6962
Re: Graphics module in threads
Nope - totally unsafe to do that, here's what'll happen
all joking aside, what are you worried about occurring?- Sun Dec 31, 2017 6:07 am
- Forum: Support and Development
- Topic: Help. Can't fix the collisions
- Replies: 4
- Views: 2962
Re: Help. Can't fix the collisions
I don't see anything wrong with the collisions, the jumping and platforming are satisfactory. Actually I see what you mean on the left side of each of these platforms. I made an offset of 40 and subtracted it from each block's x coordinate and it's working as it should now. You don't need a camera, ...
- Sun Dec 31, 2017 5:40 am
- Forum: Games and Creations
- Topic: Aim Hockey is on Play Store. Free
- Replies: 6
- Views: 5778
Re: Aim Hockey is on Play Store. Free
can you throw the .love file up here so we can at least play some air hockey? I read "free", "play", and "hockey" in the title of this thread, and I'm pretty sure this is a game dev forum.
SERVE IT UP!
me, waiting for your game
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SERVE IT UP!
me, waiting for your game
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V
- Sun Dec 31, 2017 5:29 am
- Forum: General
- Topic: love.load vs stuff at top of main.lua
- Replies: 10
- Views: 10749
Re: love.load vs stuff at top of main.lua
function love:lockAndLoad()
- Sun Dec 31, 2017 5:03 am
- Forum: Support and Development
- Topic: Texture Mapping To Collision Detection Objects?
- Replies: 1
- Views: 2339
Re: Texture Mapping To Collision Detection Objects?
I was able to do this by using a mesh, and updating the mesh vertices by calling getPoints on the shape as an argument to Body:getWorldPoints(). Unfortunately, how the vertices are expected to be set on a mesh doesn't match up with how the points are returned, so I sort of hacked out a solution. You...
- Sat Dec 30, 2017 8:08 am
- Forum: Support and Development
- Topic: Help Building Android APK
- Replies: 5
- Views: 4660
Re: Help Building Android APK
Hey, I would recommend checking out qubodup's tutorials and scripts for compiling an android apk. He makes it really simple and it's well worth the price tag (free). Actually it's worth a lot more than that, but payment isn't required. https://qubodup.itch.io/startgamedev also, this might already be...
- Sat Dec 30, 2017 7:51 am
- Forum: Support and Development
- Topic: Simple help needed! (Spamming objects)
- Replies: 12
- Views: 7171
Re: Simple help needed! (Spamming objects)
Hi, I really liked your artwork in the original post and got inspired to do this. Download the love file, rename it a .zip and look at the source code, it's heavily commented. It occurred to me that other people getting started might see this thread and want a working example of how to send some arr...
- Sat Dec 30, 2017 12:31 am
- Forum: General
- Topic: Whats a good resource for writing "good" lua code?
- Replies: 6
- Views: 9836
Re: Whats a good resource for writing "good" lua code?
This is probably known by everyone here already, but the PIL (programming in lua) book is free online and highly relevant. Also, why not buy a copy and support the lua project? - http://www.lua.org/donations.html http://www.lua.org/pil/contents.html Chapter 16 and 17 contains the most important part...
- Fri Dec 29, 2017 11:58 am
- Forum: Games and Creations
- Topic: cool demos and miscellania
- Replies: 2
- Views: 2648
cool demos and miscellania
I thought that parallaxing tilemaps with STI would be difficult - not so, just add some offsets and multiply the dx values for background layers by 0.9 or lower depending on the rate you want it to scroll. I'm certain there's a better way just using layers in a single map, but this appears to be wor...