Search found 102 matches

by VideroBoy
Fri Dec 03, 2010 5:56 pm
Forum: Libraries and Tools
Topic: My own action adventure engine
Replies: 61
Views: 27968

Re: My own action adventure engine

Why are so many people lately trying to bypass dt? Because I don't want to put "* dt" beside everything. And because variable timesteps makes some things like physics numerically unstable. I've posted the link to this article before , though you're going to have to scroll down a bit. Anyw...
by VideroBoy
Fri Dec 03, 2010 3:53 pm
Forum: Libraries and Tools
Topic: My own action adventure engine
Replies: 61
Views: 27968

Re: My own action adventure engine

You're missing dt. On purpose. local FPS = 60 local SECONDS_PER_FRAME = 1 / FPS local accumulatedTime ... function love.load() accumulatedTime = 0 ... end local function doUpdate() ... end function love.update(dt) accumulatedTime = accumulatedTime + dt while accumulatedTime >= SECONDS_PER_FRAME do ...
by VideroBoy
Fri Dec 03, 2010 3:23 am
Forum: Support and Development
Topic: Particle spawn radius
Replies: 5
Views: 2487

Re: Particle spawn radius

TechnoCat wrote:I believe he was actually suggesting you move the emitter around randomly.
This is what I ended up implementing. It's good enough.
by VideroBoy
Fri Dec 03, 2010 3:21 am
Forum: Libraries and Tools
Topic: My own action adventure engine
Replies: 61
Views: 27968

Re: My own action adventure engine

I've removed the map transition crashes by doing it manually instead of using the physics engine.

I've also separated the collision bodies used for actor-terrain collision and actor-actor collision. Tell me how it feels, guys.
by VideroBoy
Thu Dec 02, 2010 4:46 am
Forum: Support and Development
Topic: Particle spawn radius
Replies: 5
Views: 2487

Re: Particle spawn radius

So instead of having an emitter in the centre, I could have a ring of emitters around the centre at the desired radius. I guess that could work.
by VideroBoy
Tue Nov 30, 2010 6:30 pm
Forum: Support and Development
Topic: Particle spawn radius
Replies: 5
Views: 2487

Particle spawn radius

Right now a particle emitter shoots all particles out of its exact coordinate. How would I go about making the particles look like they spawn anywhere within some radius around the coordinate. I'm trying to create some kind of comet effect around a sprite, where there's a halo of particles surroundi...
by VideroBoy
Mon Nov 29, 2010 11:45 pm
Forum: Games and Creations
Topic: Space shooter game
Replies: 10
Views: 12501

Re: Space shooter game

I added bullets to go mainstream. Still need to work on the bullet particles.

I should have said this earlier: WASD to move, mouse to aim and shoot. P to pause/unpause.
by VideroBoy
Sat Nov 27, 2010 7:34 pm
Forum: Games and Creations
Topic: Space shooter game
Replies: 10
Views: 12501

Re: Space shooter game

No. It'll be a silent feature that just has you flying through an endlessly wrapping box of space.

... :megagrin:
by VideroBoy
Sat Nov 27, 2010 7:08 pm
Forum: Games and Creations
Topic: Space shooter game
Replies: 10
Views: 12501

Space shooter game

Skip to latest version




I figured this would be relevant to your interests.

No shooting yet though.
by VideroBoy
Sat Nov 27, 2010 7:06 pm
Forum: Support and Development
Topic: So, I've tried making a .love file just now...
Replies: 19
Views: 4065

Re: So, I've tried making a .love file just now...

I've tried making a .love file again today, and now it works.

:? :? :?

The only thing different since yesterday is code for making the mouse cursor change colours.

Check it out here anyway.