Search found 15 matches

by Peter Hickman
Fri Mar 20, 2009 3:40 pm
Forum: Games and Creations
Topic: Continuous Cellular Automaton
Replies: 6
Views: 6474

Re: Continuous Cellular Automaton

The multicolour CA is really cool in a retro 60's way.
by Peter Hickman
Sun Mar 01, 2009 10:16 am
Forum: Libraries and Tools
Topic: Navigating maps
Replies: 9
Views: 7490

Re: Navigating maps

Voker57 wrote:The look of this map tempts me to begin to wage wars/earn resourses on these isles, awesome.
I'm torn between going completely retro with an Empires clone, which would be so much easier, or heading towards a Civ clone.
by Peter Hickman
Sat Feb 28, 2009 9:48 pm
Forum: Libraries and Tools
Topic: Navigating maps
Replies: 9
Views: 7490

Navigating maps

This is just a little experiment to generate a random map and navigate around it. All very basic. Clicking in either map window will refocus the map on the selected area and the arrow keys will move the map one tile at a time.

Hopefully the love file will be usable for those not blessed with Macs :)
by Peter Hickman
Thu Feb 12, 2009 3:21 pm
Forum: General
Topic: Code for collisions
Replies: 20
Views: 19178

Re: Code for collisions

I might just try shrinking the collision box and see how that plays out, it might be 'good enough' for what I'm doing.
by Peter Hickman
Thu Feb 12, 2009 3:17 pm
Forum: Games and Creations
Topic: Joust!
Replies: 6
Views: 6980

Re: Joust!

Something to differentiate the player from the other birds would be nice even if it is just a colour change. The code looks very nice I can certainly learn something from it. If you want some sounds then it would be an idea to go to http://www.freesound.org/ and register. There are plenty of usable ...
by Peter Hickman
Sat Feb 07, 2009 10:08 am
Forum: General
Topic: Code for collisions
Replies: 20
Views: 19178

Re: Code for collisions

Thanks for the effort that you are putting in to this. I look forward to my spaceships not exploding from simply being in the proximity of a rock.
by Peter Hickman
Fri Feb 06, 2009 3:48 pm
Forum: General
Topic: Code for collisions
Replies: 20
Views: 19178

Re: Code for collisions

The problem with relying on boxes for collision detection is that there are times when the character will die when the player can clearly see that the object did not touch them. Which is very very annoying, as you can see from the image the boxes collide but the objects did not collide. Untitled.png...
by Peter Hickman
Fri Feb 06, 2009 12:54 pm
Forum: General
Topic: Code for collisions
Replies: 20
Views: 19178

Code for collisions

So far the experimenting that I have been doing has involved points and boxes and it is pretty easy to do the 'is this point inside this box'. But the code I am now looking at will involve object collisions and I'm not 100% as to how I should proceed. Given two images, one in a 32*32 box and another...
by Peter Hickman
Wed Feb 04, 2009 4:15 pm
Forum: Games and Creations
Topic: Same as the same game
Replies: 4
Views: 4570

Re: Same as the same game

Good job! What about saving high-scores? Might be fun? It should be doing that already. I've just checked on my OS X system and the high score is being saved to ~/.love/same.love/highscore.txt. Depends on your system. But it will only save when you have completed a level (cleared it or otherwise), ...
by Peter Hickman
Wed Feb 04, 2009 2:41 pm
Forum: Games and Creations
Topic: Same as the same game
Replies: 4
Views: 4570

Same as the same game

Now that I am getting up to speed with Love (god how that makes me cringe - couldn't we rename it something more manly? Hate perhaps?) I have finally re-implemented the 'Same game' for myself. So that I can have a nice version for OS X. Here it is then. My best attempt so far. Spent the day wonderin...