Search found 49 matches
- Fri May 16, 2014 6:26 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 730581
Re: Simple Tiled Implementation - STI v0.7.4
I've tried to implement it like this local sti = require "lib.sti" require "player" function love.load() map = sti.new("assets/maps/map01") collision = map:getCollisionMap("solidlayer") --player = { act_x = 24, act_y = 36 } end function love.update(dt) map:upd...
- Thu May 15, 2014 4:21 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 730581
Re: Simple Tiled Implementation - STI v0.7.4
Does someone have an example of how to implement collision with tiled maps?
- Tue May 13, 2014 2:04 am
- Forum: Support and Development
- Topic: Platformer Jumping -- how does it work?
- Replies: 9
- Views: 4131
Re: Platformer Jumping -- how does it work?
Thank you very much, micha. It works almost perfectly now, and is good enough.
- Mon May 12, 2014 7:13 pm
- Forum: Support and Development
- Topic: Platformer Jumping -- how does it work?
- Replies: 9
- Views: 4131
Re: Platformer Jumping -- how does it work?
Another question; is there a way to sort of "rappel" or "scale" up a wall? I'm using a boundary function to check if the player's x position is less/greater than 0 then sets their position back enough to keep the entire character on the screen. function player.boundary() if playe...
- Sat May 10, 2014 2:25 pm
- Forum: Support and Development
- Topic: Platformer Jumping -- how does it work?
- Replies: 9
- Views: 4131
Re: Platformer Jumping -- how does it work?
Alright, I understand more or less now; thanks for both of your help.
- Sat May 10, 2014 1:52 pm
- Forum: Support and Development
- Topic: Platformer Jumping -- how does it work?
- Replies: 9
- Views: 4131
Re: Platformer Jumping -- how does it work?
I meant to ask why did we need to introduce a new velocity (jumpVelocity)?
Is there not a formula that we could use containing the variables we declared before?
Is there not a formula that we could use containing the variables we declared before?
- Sat May 10, 2014 6:41 am
- Forum: Support and Development
- Topic: Platformer Jumping -- how does it work?
- Replies: 9
- Views: 4131
Re: Platformer Jumping -- how does it work?
I never thought about setting a jump velocity, is there a reason behind why it's not a good idea to use a formula containing something consisting of x-y velocities, gravity, and speed?
I'm trying to learn all I can, and if you could help that is a major plus.
It worked btw, thank you very much.
I'm trying to learn all I can, and if you could help that is a major plus.
It worked btw, thank you very much.
- Fri May 09, 2014 8:01 pm
- Forum: Support and Development
- Topic: Platformer Jumping -- how does it work?
- Replies: 9
- Views: 4131
Platformer Jumping -- how does it work?
I'm relatively new to this whole markup. I've finished the college-level curriculum on Java, but it's a trash game development language for the projects I'm wanting to do. A friend recommended me to Love2D and I've been watching and reading up Lua and 2D game practices and the like. I've been workin...
- Wed Apr 30, 2014 8:13 pm
- Forum: Support and Development
- Topic: Setting up Eclipse for <3 love <3
- Replies: 13
- Views: 12482
Re: Setting up Eclipse for <3 love <3
I'm a bit confused on what project path workspace location whatever to use.
${workspace_loc:/${project_name:/src}}
would be something like
${workspace_loc:/${ProjectX:/src}}
or do I need to put in the entire path to the root or what? Can someone provide an example?
${workspace_loc:/${project_name:/src}}
would be something like
${workspace_loc:/${ProjectX:/src}}
or do I need to put in the entire path to the root or what? Can someone provide an example?