Search found 14 matches

by palmettos
Tue Aug 09, 2016 7:39 pm
Forum: Support and Development
Topic: Tilemap as a tile in a tilemap
Replies: 2
Views: 871

Re: Tilemap as a tile in a tilemap

Hmm. Have you looked at Simple Tiled Implementation ? You can load tilemaps made in Tiled Map Editor with offsets. You could just load them in a series using the width*col/height*row of the previous loaded maps as the current map's offset. Alternatively, if you want to do it yourself, STI's source c...
by palmettos
Tue Aug 09, 2016 1:45 pm
Forum: Support and Development
Topic: Attributing love2d in game
Replies: 3
Views: 913

Re: Attributing love2d in game

You only need to include the license files in your distribution. APKs are just ZIP archives, so it's not like you're trying to obfuscate anything by putting it in the APK.
by palmettos
Tue Aug 09, 2016 5:17 am
Forum: Support and Development
Topic: Positional Audio
Replies: 10
Views: 2088

Re: Positional Audio

I made this work in one of my games (a top down shooter with a camera locked to the player's position and rotation) by leaving the listener's position at (0, 0, 0) and setting the positions of the sounds based on the position of the objects that created them relative to the player's position/rotatio...
by palmettos
Fri Aug 05, 2016 8:53 pm
Forum: Support and Development
Topic: More ipairs Confusion
Replies: 12
Views: 2043

Re: More ipairs Confusion

On line 5 in main.lua you're creating empty keys in textBox. This will fix the problem:

Code: Select all

textBox = {text=text, tag} -- note tag is still nil
Read this. ;)
by palmettos
Fri Aug 05, 2016 8:42 pm
Forum: Support and Development
Topic: Positional Audio
Replies: 10
Views: 2088

Re: Positional Audio

Check out this post and the articles linked to within. :)

As far as effects go, I haven't explored this topic enough to give you an answer.
by palmettos
Fri Aug 05, 2016 12:26 am
Forum: Support and Development
Topic: Collision resolution with bump.lua
Replies: 3
Views: 813

Re: Collision resolution with bump.lua

I had some time to sit down and write the code for what I meant. You could do this at line 43 in your player.lua to see if any of the collisions came from above the player: local cols player.x, player.y, cols = world:move(player, player.x + player.dx, player.y + player.dy) for _, col in ipairs(cols)...
by palmettos
Thu Aug 04, 2016 9:01 pm
Forum: Support and Development
Topic: Collision resolution with bump.lua
Replies: 3
Views: 813

Re: Collision resolution with bump.lua

If the normal vector is {x = 0, y = 1} then the collision came from above the player.
by palmettos
Mon Aug 01, 2016 1:49 pm
Forum: Support and Development
Topic: Camera logic to keep level and players within view
Replies: 2
Views: 1056

Re: Camera logic to keep level and players within view

I'm personally using Tiled with bump and outlining my maps wherever I don't want the camera to go beyond with a special tile that has an attribute "camera_collide." I put the camera rect in the bump collision world and only process its collisions against tiles with the "camera_collide" attribute. It...
by palmettos
Tue Jul 12, 2016 8:23 pm
Forum: Support and Development
Topic: Screen Collision [BEGINNER]
Replies: 3
Views: 717

Re: Screen Collision [BEGINNER]

so what you are saying is to perform player control checks before I check for collision? Thank you! Yes. This will give you the results you would expect: function love.load() player = {} player.x = 100 player.y = 100 player.w = 100 player.h = 100 player.speed = 100 end function love.update(dt) if l...
by palmettos
Tue Jul 12, 2016 6:07 pm
Forum: Support and Development
Topic: The Better GUI framework for Love
Replies: 7
Views: 1881

Re: The Better GUI framework for Love

I recommend LoveFrames, but that means you might have to use love2d <0.10.0. I believe it's only compatible with 0.9.x and isn't maintained anymore.