Search found 68 matches

by Rukiri
Tue Sep 08, 2015 2:23 am
Forum: General
Topic: Has anyone tried out Godot game engine?
Replies: 6
Views: 3287

Re: Has anyone tried out Godot game engine?

I've played with godot, feels like a grown up Game Maker :awesome:
I haven't really played with it a lot but for the brief time I did it was pretty good, do wish they used lua though... or javascript...
or C#... or straight up python!
by Rukiri
Mon Jun 15, 2015 7:45 pm
Forum: Games and Creations
Topic: a top-down car game
Replies: 20
Views: 5670

Re: a top-down car game

Looks pretty cool. have you tried steering with a racing wheel like a G27?
The car/camera seem to be all over the place...
by Rukiri
Thu Apr 16, 2015 1:27 am
Forum: General
Topic: What to keep separate from main.lua
Replies: 10
Views: 2391

Re: What to keep separate from main.lua

Main should just be your startup, you should also have files for every map and cut scene, you also want to keep functionality scripts separate just code once and import when needed.
by Rukiri
Tue Jan 27, 2015 10:13 pm
Forum: General
Topic: Any good Pong articles?
Replies: 12
Views: 2743

Re: Any good Pong articles?

Instead of making multi hitboxes just conver rad to deg and using arctan2.

Code: Select all

degree = radtodeg(arctan2(vec1.y - vec2.y, vec2.x - vec1.x));
(not lua) but lua should have radtodeg and arctan2 functions.
by Rukiri
Thu Nov 06, 2014 2:06 am
Forum: Libraries and Tools
Topic: LÖVE3D
Replies: 199
Views: 68981

Re: LOVE3D: For Realsies

Okay. When you release a fully playable game with a large open 3D world, that works on OS X and Linux, we'll all be very excited and happy and very eager to find out how you did it all. I think no one expects it to rival unity or other real 3D engines, but for me the possibility for really simple 3...
by Rukiri
Tue Nov 04, 2014 3:03 pm
Forum: Support and Development
Topic: how do i create a game at all?
Replies: 3
Views: 1472

Re: how do i create a game at all?

With the magical thing called programming :cool: But in all honesty I'd recommend learning lua and the basics of programming before starting a game. Also start off with basic arcade games, not RPGs, 2D shooters, beat 'em ups, etc. Unless you know the principles and understandings of the game functio...
by Rukiri
Wed Oct 29, 2014 1:20 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 775
Views: 181005

Re: Simple Tiled Implementation - STI v0.9.0

¡¡Double Post!! STI v0.9.0 now supports animated tiles! A big thanks to Clean3d for the patch! STI is at a point where we are very close to being feature-complete. A few more small things and some bug fixing, micro-optimizations, and unit testing and I might just be able to officially release a "st...
by Rukiri
Mon Aug 25, 2014 1:53 pm
Forum: Libraries and Tools
Topic: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]
Replies: 67
Views: 35985

Re: Textured Raycaster

whenever I run into a wall I seem to get this error.
Error
floor.lua.54: bad argument #2 to 'draw' (Quad expected, got nil)

Traceback
[c]: in function 'draw'
floor.lua.54: in function 'drawfloor'
main.lua.92: in function 'draw'
[c]: in function 'xpcall'
by Rukiri
Sun Aug 24, 2014 7:26 am
Forum: Libraries and Tools
Topic: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]
Replies: 67
Views: 35985

Re: Textured Raycaster

Wouldn't it be easier to pass arguments instead of hard coding the wood and red floor tiles? function drawInnerGround() love.graphics.setCanvas(groundInner) local on = false for x = 1, #map[1] do for y = 1, #map do love.graphics.setColor(255,255,255,255) if on then love.graphics.draw(img[6], x * 64,...
by Rukiri
Sat Aug 23, 2014 2:38 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 775
Views: 181005

Re: Simple Tiled Implementation - STI v0.7.5

Also worth noting, you should be using act to draw your entity's location, not grid. This allows for tweening (assuming your entity is grid locked). This is kinda what I do, but a lot of my code is ported from game maker. I basically just check the x/y and move on a grid and the grid can be changed...