Search found 1078 matches

by micha
Wed Oct 03, 2012 10:08 pm
Forum: Support and Development
Topic: Stencils with fixed content
Replies: 6
Views: 2232

Re: Stencils with fixed content

Hey guys, I tried around a bit and one possible solution is without stencils. This solution has a framerate for 30 FPS on my computer. I'd appreciate it, if some of you could run the attached code and tell me what framerate you get there. As before your can walk around with the arrow keys and jump w...
by micha
Mon Oct 01, 2012 11:50 am
Forum: Support and Development
Topic: Mario-style layer jumping
Replies: 5
Views: 928

Re: Mario-style layer jumping

I want the character to jump like Mario does in Super Mario World and the like, so that he can jump through the bottom of a layer to land on top of it. The idea being that they are layered hills behind one another, like this screenshot that I'm sure almost everyone has seen: Super Mario is not usin...
by micha
Sun Sep 30, 2012 7:18 am
Forum: Support and Development
Topic: Metatables: The Darkest Magic
Replies: 7
Views: 1175

Re: Metatables: The Darkest Magic

You can find a very good online book on Lua here: http://www.lua.org/pil/index.html
Scroll down, the first edition is free to read.

Chapter 13 deals with metatables. However I recommend to read the chapters before as well, as usually the chapters build upon each other.
by micha
Thu Sep 27, 2012 8:11 pm
Forum: Support and Development
Topic: Stencils with fixed content
Replies: 6
Views: 2232

Re: Stencils with fixed content

Well I didn't get any dramatic framerate drop while experimenting with your demo (pretty nice btw), although my computer is not old either. I also didn't look deeply into your code but... 1. If your stencils are constant throughout the game, then I believe you just need to set the stencils once, at...
by micha
Thu Sep 27, 2012 5:20 pm
Forum: Libraries and Tools
Topic: 3d projection and zombies
Replies: 9
Views: 2511

Re: 3d projection and zombies

Yes, the problem is that whatever transform you apply, parallel lines stay parallel. If you have a fixed camera height, you can pretransform each texture (with gimp). See attachment. That way you can make the textures all point to one common vanishing point.
by micha
Thu Sep 27, 2012 7:40 am
Forum: Support and Development
Topic: Jumping physics
Replies: 8
Views: 2754

Re: Jumping physics

Try the following: Introduce a jump timer, that counts the time (or the number of frames) since you pressed the jump key. jumpTimer = 0 In the callback function love.keypressed( ) you put something like if canJump then camJump = false player.vecolityY = jumpVelocity jumpTimer = maxJumpTime end In th...
by micha
Wed Sep 26, 2012 8:48 pm
Forum: Support and Development
Topic: Jumping physics
Replies: 8
Views: 2754

Re: Jumping physics

This article http://higherorderfun.com/blog/2012/05/ ... atformers/ has some thoughts on jump physics. Scroll down all the way to "jump control".
by micha
Wed Sep 26, 2012 5:40 pm
Forum: Support and Development
Topic: Stencils with fixed content
Replies: 6
Views: 2232

Stencils with fixed content

Dear Community, I am currently working on an isometric game. As I am working on an older machine, I am concerned about performance. I figured that, if I draw the whole map into a canvas in the beginning, the game is much faster, compared to the solution, where I draw all the tiles separately. Howeve...