Search found 17 matches

by Camoy
Sun Sep 02, 2012 5:10 pm
Forum: General
Topic: Help get a LÖVE game on Steam!
Replies: 8
Views: 6168

Re: Help get a LÖVE game on Steam!

Voted! Good luck~
by Camoy
Wed Jul 11, 2012 4:03 pm
Forum: Games and Creations
Topic: Sliding Puzzle game
Replies: 7
Views: 3543

Re: Sliding Puzzle game

I quite like it, but I'd also like to see mouse sliding. It's certainly a more intuitive mechanism.
by Camoy
Sat Feb 18, 2012 11:44 pm
Forum: Libraries and Tools
Topic: ISO
Replies: 25
Views: 10010

Re: ISO

Optional representation allowed through sprite.setUpdate. sprite:setUpdate(function(shape) love.graphics.setColor(255, 0, 0) shape:draw 'fill' love.graphics.setColor(255, 255, 255) end) This will create a red collision polygon under the sprite. This allows for full customization of the collision box.
by Camoy
Sat Feb 18, 2012 11:30 pm
Forum: Libraries and Tools
Topic: ISO
Replies: 25
Views: 10010

Re: ISO

I only enabled the collision polygons visibility for a demonstration. If you actually use Sprites, the collision polygons are invisibile.
by Camoy
Sat Feb 18, 2012 11:04 pm
Forum: Libraries and Tools
Topic: ISO
Replies: 25
Views: 10010

Re: ISO

Ah ha! That looks much more accurate. I've also gotten it to work in ISO.
Y6Kf3.png
Y6Kf3.png (9.58 KiB) Viewed 274 times
That is the resulting collision polygon.
by Camoy
Sat Feb 18, 2012 8:22 pm
Forum: Libraries and Tools
Topic: ISO
Replies: 25
Views: 10010

Re: ISO

Was having trouble navigating through your source code, so I made a little mockup. It's not using ISO, but it shows my idea. Use the arrow keys to move and ESC to quit. I put it in, however in sprites whose width is greater than their height, the collision area is way too large. Here is the commit .
by Camoy
Sat Feb 18, 2012 6:01 pm
Forum: Libraries and Tools
Topic: ISO
Replies: 25
Views: 10010

Re: ISO

Collision detection is in ISO (complements to HardonCollider). Line 81 and 120 in this file decides what portion of the sprite is checked for collision. Right now it is using the entire sprite, but I'm interested MarekkPie's solution if you'd like to implement it.
by Camoy
Sat Feb 18, 2012 3:47 pm
Forum: Libraries and Tools
Topic: ISO
Replies: 25
Views: 10010

Re: ISO

MarekkPie wrote:I don't know if you want to to the full size on the sprite. The "grounding" part was to try and coincide with the z-indexing of an isometric map, since it's more representative of their place on it.
Then how much of the sprite should detect against collision?
by Camoy
Sat Feb 18, 2012 3:08 pm
Forum: Libraries and Tools
Topic: ISO
Replies: 25
Views: 10010

Re: ISO

I'll likely end up using HardonCollider and represent each Sprite with a rectangle of its dimensions. Sounds simple enough ;)
by Camoy
Sat Feb 18, 2012 2:43 pm
Forum: Libraries and Tools
Topic: ISO
Replies: 25
Views: 10010

Re: ISO

From what I can remember about the isometric games I played (read: Diablo II), they seemed to using a ground-based ellipse to test collisions against. Since your viewpoint is high enough, you can probably skip the ellipse math and just use a circle. From there, you may be able to skip keeping the c...