Search found 40 matches
- Tue Jan 02, 2018 7:55 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1502669
Re: What's everyone working on? (tigsource inspired)
Working on a horror game loosely inspired by Betrayal at the House on the Hill. Unfortunately, the lighting doesn't make for good screenshots... The player is shining his flashlight on some tables and a bookcase. He has picked up a slab of meat that will hopefully deal with the monster currently men...
- Fri Dec 01, 2017 1:36 pm
- Forum: Games and Creations
- Topic: Snake in trap #GitHubGameOff
- Replies: 1
- Views: 2646
Re: Snake in trap #GitHubGameOff
Now that's a neat concept. I always thought Snake should have a better ending than "You're too big. Now you have to eat yourself."
- Tue Nov 28, 2017 7:31 pm
- Forum: Games and Creations
- Topic: Game Off 2017 - In Space
- Replies: 1
- Views: 1793
Game Off 2017 - In Space
Completed my project for the GitHub Game Off 2017 game jam. https://joedono.itch.io/game-off-2017-in-space Special thanks to kikito for the bump and inspect libraries and to vlrd for the HUMP library. Pretty sure I fell into the gamedev trap where I think the game is too easy, but it's actually way ...
- Thu Nov 09, 2017 3:44 pm
- Forum: Support and Development
- Topic: Simple tiled implementation & hump camera are compatibles?
- Replies: 4
- Views: 5448
Re: Simple tiled implementation & hump camera are compatibles?
I had been wrestling with this problem for days!! You are a scholar for coming up with this solution. Found one issue. My game is top-down, so I noticed that vertical camera movement causes the tilemap to move in the opposite direction. I had to change this line: levelMap:draw(-tx, ty, camera.scale,...
- Wed Feb 22, 2017 8:21 pm
- Forum: General
- Topic: [SOLVED]Help: How to randomize background color every frame
- Replies: 6
- Views: 3458
Re: Help: How to randomize background color
love.draw() is called every frame. If you put the code that zorg gave you in there, it should produce the seizure-inducing effect you want.
- Tue Feb 21, 2017 8:29 pm
- Forum: General
- Topic: Separate state files
- Replies: 11
- Views: 12773
Re: Separate state files
Not familiar with Phaser, but this sounds like what you're looking for: http://hump.readthedocs.io/en/latest/gamestate.html
- Tue Feb 21, 2017 6:19 pm
- Forum: General
- Topic: Which version had that space planet?
- Replies: 3
- Views: 2860
Re: Which version had that space planet?
Love 0.7 had the planet going through space and the cute green things sticking out of it.
Love 0.6 had the tank.
Love 0.6 had the tank.
- Mon Feb 01, 2016 8:12 pm
- Forum: Games and Creations
- Topic: Glorious Morning: GGJ 2016
- Replies: 0
- Views: 1152
Glorious Morning: GGJ 2016
My solo GGJ2016 project made in Love2D. I got a lot of weird looks when I told people I built my game with "love". Oh, the innocent masses. Anyway, enjoy! http://globalgamejam.org/2016/games/glorious-morning Hopefully the rhythm and timing work just as well on your machine as it did on mine.
- Fri Jan 02, 2015 10:26 pm
- Forum: Support and Development
- Topic: Collision with only certain objects?
- Replies: 12
- Views: 6382
Re: Collision with only certain objects?
I haven't used love.physics very much, but don't you have to call setSensor() on your Shape instead of your Fixture? The Shape is the piece that has mass and controls collisions, right?
- Tue Dec 23, 2014 12:08 am
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120585
Re: Löve "Light vs. Shadow" Engine v2
Yep. Latest version has it fixed up just fine.drunken_thor wrote:Please try the most recent version of the code, I just released a bunch of optimizations and one of them was to take out the complicated directional light math and use an arc stencil instead. That should clear up your issues.