Search found 60 matches
- Tue Oct 29, 2013 11:51 am
- Forum: General
- Topic: help, how to make a game "JawBreaker" in love2d
- Replies: 6
- Views: 3820
Re: help, how to make a game "JawBreaker" in love2d
The removing-mechanic consists of three steps: 1. find all balls of the same color, that touch a certain ball, and mark them for removal, 2. remove all marked balls, 3. move all other balls downwards. At which part do you have problems? For the first step you will need a flood fill algorithm . hell...
- Tue Oct 29, 2013 4:53 am
- Forum: General
- Topic: help, how to make a game "JawBreaker" in love2d
- Replies: 6
- Views: 3820
help, how to make a game "JawBreaker" in love2d
hello, I'm making a game of "JawBreaker" in love2d.
I have done only the rows and columns of the balls.
Now, I can not remove the balls close to the selected ball.
as I can do this in love2d.
here I leave the code that I have, so far
File:
I have done only the rows and columns of the balls.
Now, I can not remove the balls close to the selected ball.
as I can do this in love2d.
here I leave the code that I have, so far
File:
- Mon Sep 02, 2013 10:51 am
- Forum: General
- Topic: helps animation to walk in a rpg game. - (Solved)
- Replies: 3
- Views: 3389
Re: helps animation to walk in a rpg game.
The first problem I see is the love.timer.sleep in the player.update function. You don't need that and it kills your frame rate because the main loop (the love.run function) call love.update and then the love.draw function. The second problem is that you add your speed (32), so the sprite teleport ...
- Sun Sep 01, 2013 4:53 pm
- Forum: General
- Topic: helps animation to walk in a rpg game. - (Solved)
- Replies: 3
- Views: 3389
Re: helps animation to walk in a rpg game.
The first problem I see is the love.timer.sleep in the player.update function. You don't need that and it kills your frame rate because the main loop (the love.run function) call love.update and then the love.draw function. The second problem is that you add your speed (32), so the sprite teleport ...
- Sun Sep 01, 2013 3:54 am
- Forum: General
- Topic: helps animation to walk in a rpg game. - (Solved)
- Replies: 3
- Views: 3389
helps animation to walk in a rpg game. - (Solved)
hello as I can make a walking animation pokemon style with love2d
I have the following file using an animation, but not it's what I want.
please help.
I have the following file using an animation, but not it's what I want.
please help.
- Tue Aug 27, 2013 12:19 am
- Forum: Support and Development
- Topic: help with creating a game sokoban - (solved)
- Replies: 6
- Views: 1945
Re: help with creating a game sokoban - (solved)
ThanksRanguna259 wrote:Welcome to the forum
- Mon Aug 26, 2013 10:27 pm
- Forum: Support and Development
- Topic: help with creating a game sokoban - (solved)
- Replies: 6
- Views: 1945
Re: help with creating a game sokoban - (solved)
SpanishRanguna259 wrote:Are you Portuguese or Spanish ?
- Mon Aug 26, 2013 4:04 am
- Forum: Support and Development
- Topic: help with creating a game sokoban - (solved)
- Replies: 6
- Views: 1945
Re: help with creating a game sokoban
Before I come to your specific problem, one general remark: You can simplify you code a lot. First of all, all boxes have the size of a grid cell, so there is no real need to store width and height of the boxes. The same goes for the player itself. Second, you don't need the generic AABB-Collision ...
- Fri Aug 23, 2013 4:42 am
- Forum: Support and Development
- Topic: help with creating a game sokoban - (solved)
- Replies: 6
- Views: 1945
help with creating a game sokoban - (solved)
hi i am trying to create a game of Sokoban,
but I can not make the collide with other blokes.
eg
block 1 >= block2 == collide.
screenshot
code
but I can not make the collide with other blokes.
eg
block 1 >= block2 == collide.
screenshot
code
- Sun Aug 11, 2013 12:41 am
- Forum: Support and Development
- Topic: Moving the Grid
- Replies: 6
- Views: 4425
Re: Moving the Grid
I've searched both forums and the wiki for an answer, but none seem to be what I'm searching for. At the bottom of the Gridlocked Player tutorial, you'll find this: "The map starts off at 32,32 when it would make more sense for it to start at 0,0. A little bit of arithmetic could fix this pret...