Search found 68 matches

by Rukiri
Fri Aug 22, 2014 4:19 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1711
Views: 639891

Re: What's everyone working on? (tigsource inspired)

http://en.wikipedia.org/wiki/Mode7
It gives you the formula, I've posted the coded formula in earlier posts.
by Rukiri
Fri Aug 22, 2014 3:01 am
Forum: Support and Development
Topic: Limit updates per second?
Replies: 4
Views: 1695

Re: Limit updates per second?

This is how I've gone about doing it, but why would you want to limit? Slow motion effect?

Code: Select all

if not focus then return end
	if dt > 1/30 then
		dt = 1/30
	end
by Rukiri
Thu Aug 21, 2014 11:23 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 835
Views: 285099

Re: Simple Tiled Implementation - STI v0.7.5

Code: Select all

player.act_x = (player.grid_x - 1) * 32
player.act_y = (player.grid_y - 1) * 32
act_x/y never get updated, only initiated! Place that code inside your update, your movement should be continuous if your pressing a directional key not forced to press it every time ya need to move.
by Rukiri
Thu Aug 21, 2014 6:28 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 835
Views: 285099

Re: Simple Tiled Implementation - STI v0.7.5

There should be a property value you can key in and if player touches == to the properties location you'd switch the map. Repositioning the player can be tricky, are you going on a grid system? if so you'll need to write a moveto function which then you can place player.x and player.y at the specifi...
by Rukiri
Thu Aug 21, 2014 5:00 pm
Forum: General
Topic: Gamedev question: Porting LOVE to consoles?
Replies: 6
Views: 3507

Re: Gamedev question: Porting LOVE to consoles?

Unity is very popular, and is also in Lua, so if you aren't too invested in LÖVE, you could switch to that. It's not lua. My bad, I though it was. Wither way, Unity is a very popular option for most developers. Unity themselves would take the C++ code and port it into workable code for Unity and us...
by Rukiri
Thu Aug 21, 2014 3:31 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1711
Views: 639891

Re: What's everyone working on? (tigsource inspired)

I'd say try emulating what many other games like Angry Birds do and put each section on the screen one at a time and scroll through them. That way if you add more levels you just add a new page and don't have to reconfigure the positions of the groups you have now just to make the new one fit. If i...
by Rukiri
Wed Aug 20, 2014 5:40 pm
Forum: General
Topic: Socialise with LÖVE!
Replies: 87
Views: 229384

Re: Socialise with LÖVE!

This is more of a lua group that I started but I feel it'll mostly contain lovers :awesome:
https://www.facebook.com/groups/luagroup

It's public, so have fun! I'd create a reddit page but I've found quite a bit on love2d :neko:
by Rukiri
Tue Aug 19, 2014 12:33 am
Forum: Support and Development
Topic: First game, struggling with camera/movement
Replies: 7
Views: 2857

Re: First game, struggling with camera/movement

Congrats on working on your first game! But, you should work out structural order of your lua files, the main.lua file should just be calling everything and updating the game not much else "I do have screen resolution" going on in my main lua file but when it comes time for my RPG KIT release it'll ...
by Rukiri
Mon Aug 18, 2014 9:59 pm
Forum: Support and Development
Topic: Distributing your games (making a .love file)
Replies: 270
Views: 403764

Re: Distributing your games (making a .love file)

I know how to make a .love file/project but how do I make a .exe, or .dmg, or random linux executable?