Search found 102 matches
- 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...
- 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 ...
- Fri Dec 03, 2010 3:23 am
- Forum: Support and Development
- Topic: Particle spawn radius
- Replies: 5
- Views: 2487
Re: Particle spawn radius
This is what I ended up implementing. It's good enough.TechnoCat wrote:I believe he was actually suggesting you move the emitter around randomly.
- 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.
I've also separated the collision bodies used for actor-terrain collision and actor-actor collision. Tell me how it feels, guys.
- 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.
- 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...
- 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.
I should have said this earlier: WASD to move, mouse to aim and shoot. P to pause/unpause.
- 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.
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- Sat Nov 27, 2010 7:08 pm
- Forum: Games and Creations
- Topic: Space shooter game
- Replies: 10
- Views: 12501
- 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.
The only thing different since yesterday is code for making the mouse cursor change colours.
Check it out here anyway.