Search found 65 matches

by spectralcanine
Sun Jul 28, 2013 3:21 pm
Forum: General
Topic: Why does everyone give LÖVE's Physics engine a hard time?
Replies: 18
Views: 7085

Re: Why does everyone give LÖVE's Physics engine a hard time

the fudginess that physics engines have, both in simulation and collision detection, tends to be really annoying for games like platformers. not to mention they really really would like to have small and stable dt s thank you very much often you only want collision detection and want to handle the ...
by spectralcanine
Wed Jul 10, 2013 9:25 pm
Forum: Support and Development
Topic: [SOLVED] How to do this visual effect?
Replies: 16
Views: 10020

Re: [SOLVED] How to do this visual effect?

You are running three texture fetches for the same coordinate, that's not very ideal.

Code: Select all

texture2D(tex0,uv).xyz // or .rgb, whatever you fancy
by spectralcanine
Wed Jul 10, 2013 7:50 am
Forum: General
Topic: LÖVE written in C++?
Replies: 16
Views: 7798

Re: LÖVE written in C++?

On the topic of creating phone/tablet games, you can always check out Moai. Lua interface and a whole lot more advanced than Love2D (which isn't always a good thing, I like Love2D better), and works on Android/iOS beside the main OS'.
by spectralcanine
Sun Jul 07, 2013 5:04 pm
Forum: General
Topic: Text File Help?
Replies: 13
Views: 8552

Re: Text File Help?

I don't expect you to download the game from random sources. Getting maps from other people, however, is quite common and popular. In this case, JSON solves the security issues by simply not allowing (by definition) for any code, just data.
Of course, if your maps need code, sand boxing it is.
by spectralcanine
Sun Jul 07, 2013 11:58 am
Forum: General
Topic: Text File Help?
Replies: 13
Views: 8552

Re: Text File Help?

Using JSON will remove the security issues.
by spectralcanine
Sun Jul 07, 2013 1:05 am
Forum: General
Topic: My game is crashing!
Replies: 1
Views: 2073

Re: My game is crashing!

The error clearly tells you what the issue is. It was expecting a number and it got nil. From that you can conclude that either (or both) of v.x and v.y is nil. BUT, the error even goes further to tell you that argument 2 is the nil one. If you do a count from one to two, you'd see that v.x is the s...
by spectralcanine
Sat Jul 06, 2013 11:31 pm
Forum: General
Topic: 2D Blender animation tests
Replies: 16
Views: 13431

Re: 2D Blender animation tests

That's what I mean by "dynamic animations". Integrating IK with physics allows you to basically do anything imaginable. The simplest cases are seen in fighting games, where the characters stop their punches/kicks when they hit the enemy, rather than going through them, which would happen i...
by spectralcanine
Sat Jul 06, 2013 8:48 am
Forum: General
Topic: 2D Blender animation tests
Replies: 16
Views: 13431

Re: 2D Blender animation tests

Yeah, for any kind of animation blending I'd go with skeletal animation. I guess 2D games don't really need IK, since their dynamic animations are usually effecting only one bone (e.g., make the head and hands follow the mouse). In case it is needed, CCD is quite simple to implement, I attached an e...
by spectralcanine
Fri Jul 05, 2013 11:34 pm
Forum: General
Topic: 2D Blender animation tests
Replies: 16
Views: 13431

Re: 2D Blender animation tests

Implementing skeletal animation is very easy. You form a hierarchy of nodes (which are usually bones, but more things can be used, e.g. particle emitters, light sources, attachment points, etc.), and then you follow it recursively each time you want to update. For each node you get its local space m...
by spectralcanine
Fri Jul 05, 2013 3:18 pm
Forum: General
Topic: 2D Blender animation tests
Replies: 16
Views: 13431

Re: 2D Blender animation tests

twobit wrote:A well-adapted custom blender exporter would be ideal! Has anybody of you experience with this?
It isn't hard to write an exporter, but I want to see you make a format that is "well-adapted". Every game has its own needs.