Ahah I knew it was a minor glitch!
Thanks, it works fine. I used ONE instead of lower case L
Good to know Love handles input checking and drawing without having to set up a manual update loop. I always hated that part.
Search found 178 matches
- Fri Oct 04, 2013 6:00 pm
- Forum: Support and Development
- Topic: [SOLVED]Problem with love.mousepressed
- Replies: 3
- Views: 1567
- Fri Oct 04, 2013 12:30 pm
- Forum: Support and Development
- Topic: [SOLVED]Problem with love.mousepressed
- Replies: 3
- Views: 1567
[SOLVED]Problem with love.mousepressed
I have an image named p.png, its 32x32 pixels Its position is the center of the screen at posx = 400- 16 --x co-ordinate posy = 300 - 16 --y co-ordinate I chucked some stuff in the love.update so that when I click somewhere the position is updated and the image p.png is drawn where I clicked. -- thi...
- Mon Sep 30, 2013 9:16 pm
- Forum: Support and Development
- Topic: [Solved] Tiled QT and Basic Mapping
- Replies: 5
- Views: 2300
Re: Tiled QT and Basic Mapping
thanks guys, I'll keep breaking it down until I know exactly what to code.
For now I'm going to use the library until later when I have a bit more experience.
For now I'm going to use the library until later when I have a bit more experience.
- Mon Sep 30, 2013 1:51 pm
- Forum: Support and Development
- Topic: [Solved] Tiled QT and Basic Mapping
- Replies: 5
- Views: 2300
Re: Tiled QT and Basic Mapping
O.K Lets break this down first... I would need to display the character sprite on the screen. I would also need to display the map on the screen at the same time. I need the character to be above the map, but some things are over the character to create the othogonal illusion. Therefore I need layer...
- Mon Sep 30, 2013 1:00 pm
- Forum: Support and Development
- Topic: [Solved] Tiled QT and Basic Mapping
- Replies: 5
- Views: 2300
[Solved] Tiled QT and Basic Mapping
I want to make a very basic map engine in Love 2d so I can have a player character move around in a 2d map (in 4 directions: north, east, west, south) with basic collision detection. Love 2d has a physics engine, and I think this should not be hard, so how do I get started? Any tutorials I could loo...
- Tue Sep 24, 2013 3:24 pm
- Forum: General
- Topic: Designing A Simple Arcade Game
- Replies: 9
- Views: 4459
Re: Designing A Simple Arcade Game
Here is an example of an incredible simple game, like you mentioned, that seems to captivate the brain much more than other more complex games. http://www.boson-x.com/ You just use the arrows to jump, thats it and there is nothing more, everything else is just about reaction time and flashy visuals....
- Sun Sep 22, 2013 2:43 pm
- Forum: General
- Topic: Designing A Simple Arcade Game
- Replies: 9
- Views: 4459
Re: Designing A Simple Arcade Game
So, its a gamble. I should have figured. I think that fun cas still be classified according to you're target audience to some very basic degree. You will at least have some starting point then the rest is lucky combo. For example action/arcade games generally focus on risk and reward, how you create...
- Fri Sep 20, 2013 2:26 pm
- Forum: General
- Topic: Designing A Simple Arcade Game
- Replies: 9
- Views: 4459
Designing A Simple Arcade Game
Hi Guys Just for the record I'm not a new guy, I used to be Echo here, same profile picture I think, I was developing a visual novel engine then. I decided to use Ren'py and forgot completely about that. So right now I want to make an arcade game, something very simple like the first Bomberman on th...