Search found 3098 matches

by kikito
Tue May 09, 2017 11:00 am
Forum: Support and Development
Topic: Collision response with AABBs
Replies: 9
Views: 3391

Re: Collision response with AABBs

I can tell you how it's done in bump. It doesn't use the velocity vector itself, but it "remembers the previous positions of all items" before moving them. So it can use the "vector from the previous position to the one in the current frame". That is the same has having velocity, just expressed in a...
by kikito
Wed May 03, 2017 6:36 pm
Forum: General
Topic: Terminal-based workflows: what are you rockin'?
Replies: 9
Views: 4165

Re: Terminal-based workflows: what are you rockin'?

I use fzf only inside neovim. I am comfortable with ag so I use it when I'm on the console even if I have e fzf available there, too. My vim's fzf is configured to use ag internally since I can filter out files that don't interest me. I never use tags for navigation. But I am not a vim power user. M...
by kikito
Wed May 03, 2017 3:20 pm
Forum: General
Topic: Terminal-based workflows: what are you rockin'?
Replies: 9
Views: 4165

Re: Terminal-based workflows: what are you rockin'?

My setup is similar to Ikroth's: neovim, zsh, ag and fzf. Differences: I am on a mac, so I use iterm2 instead of the default terminal. I also installed Prezto which adds lots of goodies on top of zsh (it's a bit like oh-my-zsh, but feels more lightweight).
by kikito
Wed Apr 19, 2017 3:07 pm
Forum: General
Topic: EggJs?
Replies: 3
Views: 1332

Re: EggJs?

hint: (don't read if you don't want spoilers)

ǝpoɔ ıɯɐuoʞ
by kikito
Tue Apr 11, 2017 9:34 pm
Forum: Libraries and Tools
Topic: [library] gamera - A camera system for LÖVE - v1.0.1 is out
Replies: 63
Views: 31056

Re: [library] gamera - A camera system for LÖVE - v1.0.1 is out

Hi there, That is not a strictly gamera-related issue. It happens frequently with any LÖVE game which tries to use quads to show tiles. The dt variable which LÖVE uses for time, however, is *very* floating-point in nature, like 0.1274232. Which when you multiply by the scrolling velocity of your gam...
by kikito
Wed Mar 29, 2017 1:52 pm
Forum: Support and Development
Topic: How to setup VIM
Replies: 35
Views: 10373

Re: How to setup VIM

Just my two cents regarding this: when I do LÖVE with vim I don't have any specific command for "launching love"; instead, I use another tab in the terminal to launch it. The first time I have to type "love .", but the rest it's just "change-terminal-tab up enter" - three keystrokes (I guess you cou...
by kikito
Wed Mar 22, 2017 3:07 pm
Forum: Support and Development
Topic: Jump Height Unstable
Replies: 8
Views: 2050

Re: Jump Height Unstable

I'm just going to leave this here in case it helps: http://openarena.ws/board/index.php?topic=5100.0
by kikito
Tue Mar 21, 2017 11:21 pm
Forum: Libraries and Tools
Topic: love-release - in Lua ! - makes LÖVE game release easier
Replies: 148
Views: 92864

Re: love-release - in Lua ! - makes LÖVE game release easier

I have not done a lot of zipping/unzipping with Lua, but it seems to me that there should be a better option (or at least lua-zip should test for the existence of libzip itself). Have you tried https://github.com/mpeterv/luazip ? there's so much to do and I have so little time. You must try having a...
by kikito
Fri Mar 17, 2017 11:40 am
Forum: Support and Development
Topic: Ideas?
Replies: 10
Views: 2424

Re: Ideas?

I think a nice one to do for someone who is starting is an r-type-like shoot them up. It includes graphics, but nothing fancy, and doesn't require animations. It is easy to "plan" (first, have a ship that moves. Then make it fire. Then an enemy that moves. Then make the enemy fire. Then make bullets...
by kikito
Tue Mar 07, 2017 4:04 pm
Forum: Support and Development
Topic: Is it worth it to make a built in tile editor?
Replies: 16
Views: 4146

Re: Is it worth it to make a built in tile editor?

I did an editor once, in the past. It took a loooot of time and effort. So much that I didn't have any energy left for actually implementing a game for it. Nowadays I strongly favour easily parseable text files. If I can make it a .lua file, so I can directly load it with loadfile, I do just that. A...