Search found 39 matches

by munchor
Mon Dec 17, 2012 5:37 pm
Forum: Games and Creations
Topic: Hangman
Replies: 19
Views: 10275

Re: Hangman

It's a troll, or just somebody really dumb.
by munchor
Mon Dec 17, 2012 2:24 pm
Forum: Games and Creations
Topic: [LD25] Not Space Invaders
Replies: 0
Views: 2288

[LD25] Not Space Invaders

Yet another Ludum Dare, yet another game with Lua/LÖVE. Links for various OSs including the .love, description and screenshots can all be found here. http://www.ludumdare.com/compo/wp-content/compo2/thumb/fb60663d6b867fbcce299d3d1b69c083.jpg Thanks for some guys like leafo and Nix from #love who hel...
by munchor
Mon Oct 08, 2012 8:18 am
Forum: Support and Development
Topic: Using love.physics - collision is 1px off
Replies: 4
Views: 3272

Re: Using love.physics - collision is 1px off

Ooh I have to use a sprite to cover for it, thanks :)
by munchor
Sun Oct 07, 2012 5:18 pm
Forum: Support and Development
Topic: Using love.physics - collision is 1px off
Replies: 4
Views: 3272

Re: Using love.physics - collision is 1px off

Boolsheet wrote:
munchor wrote:I looked through the documentation and tweaked some values with no luck.
It's probably the polygon skin. Take a look at the end of 4.4 Polygon Shapes in the Box2D Manual.
From what I read in the manual about skins, it sure is skins, but I can't find out a way to get rid of them, any idea?
by munchor
Sun Oct 07, 2012 11:57 am
Forum: Support and Development
Topic: Using love.physics - collision is 1px off
Replies: 4
Views: 3272

Using love.physics - collision is 1px off

function love.load() love.physics.setMeter(64) world = love.physics.newWorld(0, 9.81 * 64, true) objects = {} -- Create the ground objects.ground = {} objects.ground.body = love.physics.newBody(world, 800/2, 650-50/2) -- Shape is anchored to center! objects.ground.shape = love.physics.newRectangleS...
by munchor
Mon Aug 27, 2012 10:54 am
Forum: Games and Creations
Topic: [LD24] Angry Fish
Replies: 5
Views: 5924

[LD24] Angry Fish

Angry Fish was my entry for this Ludum Dare, my first.

The main issues with it are the fact that you have to restart in order to play again when you die and the lack of music. The first problem was because I didn't plan out the structure of my game. I'll be writing a post mortem soon.
by munchor
Fri Aug 24, 2012 4:46 pm
Forum: Support and Development
Topic: How to avoid drawing map every single tick
Replies: 29
Views: 12072

Re: How to avoid drawing map every single tick

It can be done much easier if you just crate a 2d array for blocked tiles. Iterating over and checking every blocked tile is much less efficient. local solidTiles local function getSolidTiles(map) solidTiles = setmetatable({}, {__call = function(self, x, y) return self[x] and self[x][y] end}) for x...
by munchor
Fri Aug 24, 2012 2:39 pm
Forum: Support and Development
Topic: How to avoid drawing map every single tick
Replies: 29
Views: 12072

Re: How to avoid drawing map every single tick

But I don't think ATL is the problem in this situation... Also, maybe you might want to reconsider the way you get solid tiles. Actually, what you are doing is looping through all tiles, to build a list of those who are collidable before entering the game loop. Then each time the player moves, you ...
by munchor
Thu Aug 23, 2012 8:05 pm
Forum: Support and Development
Topic: How to avoid drawing map every single tick
Replies: 29
Views: 12072

Re: How to avoid drawing map every single tick

Roland_Yonaba wrote:Can you provide the full updated *.love, please ?
There you go :) Thanks.
by munchor
Thu Aug 23, 2012 7:17 pm
Forum: Support and Development
Topic: How to avoid drawing map every single tick
Replies: 29
Views: 12072

Re: How to avoid drawing map every single tick

That looks like a great idea, but what would 'dx' and 'dy' be in that context? Thanks in advance. (I realize deltax and deltay, but how would I go about calculating them, and what do they mean?) deltaX and deltaY, in the context, would the amount by which you would increase/decrease player's x and ...