Search found 40 matches
- Thu Dec 18, 2014 2:11 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120697
Re: Löve "Light vs. Shadow" Engine v2
If your character cast a shadow and your light is exactly on top of it, it will block out the light. You need to position your light just at the edge of your character image. When you change your light direction, you also need to move the light to the opposite edge of your character image in that d...
- Wed Dec 17, 2014 7:43 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120697
Re: Löve "Light vs. Shadow" Engine v2
I'm having a really weird issue. My top-down exploration game includes a character with a flashlight. When I start the flashlight with this code, it doesn't show up until I change the direction of the light. Then, if I try to swing the flashlight back to that direction, it vanishes again. self.flash...
- Sat Dec 06, 2014 3:44 pm
- Forum: Libraries and Tools
- Topic: [library] bump.lua v3.1.4 - Collision Detection
- Replies: 227
- Views: 124265
Re: [library] bump.lua v3.0.1 - Collision Detection
Super cool! Glad to help. Going to be using this in my next project.
- Fri Dec 05, 2014 7:02 pm
- Forum: Libraries and Tools
- Topic: [library] bump.lua v3.1.4 - Collision Detection
- Replies: 227
- Views: 124265
Re: [library] bump.lua v3.0 - Collision Detection
I'm not sure if I found an issue or if I'm doing something wrong. I was just playing around with the library. Below is my main.lua code. The player is a red box that can run through the green boxes. Colliding with the green boxes will reduce the green box's health until it "dies". The gree...
- Thu Dec 04, 2014 3:15 pm
- Forum: Games and Creations
- Topic: MiniM - My first Löve2D project
- Replies: 12
- Views: 5796
Re: MiniM - My first Löve2D project
Took me a little while to figure out that there are arrows to indicate the direction of the treadmill (or which way the box is walking, idk). Really fun, though!
- Wed Apr 10, 2013 9:21 pm
- Forum: Games and Creations
- Topic: Crypt Crawler
- Replies: 0
- Views: 1545
Crypt Crawler
A 2D dungeon crawler that a friend and I did for the OneGameAMonth Challenge.
Project Page
LOVE Download
I'd have attached the .love file directly to this post, but the archive is 13MB. Sorry.
Project Page
LOVE Download
I'd have attached the .love file directly to this post, but the archive is 13MB. Sorry.
- Sat Mar 23, 2013 2:11 am
- Forum: Support and Development
- Topic: Burst Particles?
- Replies: 8
- Views: 7076
Re: Burst Particles?
If I'm understanding you correctly, when the time passes, it doesn't only "stops emitting particles". It also removes any existing ones, no matter how "young" they are. You just inspired me to build a quick experiment. Apparently, you can still call a ParticleSystem's update() a...
- Fri Mar 22, 2013 3:21 pm
- Forum: Support and Development
- Topic: Burst Particles?
- Replies: 8
- Views: 7076
Re: Burst Particles?
That's exactly what they are for. What I was trying to say is that I have to set them to the same value. I can't use ParticleSystem:setParticleLife(1, 3) because I won't know what to set the ParticleSystem Lifetime to. If I set the system lifetime to 1, the particles that live for 3 seconds will dis...
- Wed Mar 20, 2013 7:26 pm
- Forum: Support and Development
- Topic: Burst Particles?
- Replies: 8
- Views: 7076
Re: Burst Particles?
I suppose I can give this a shot. It has the downside that, if I want to tweak my effect later, I'll have to regenerate the sprite sheet.
On the other hand, it will give me an excuse to use some parts of Love2D that I wouldn't have tried otherwise.
On the other hand, it will give me an excuse to use some parts of Love2D that I wouldn't have tried otherwise.
- Mon Mar 18, 2013 5:16 pm
- Forum: Support and Development
- Topic: Burst Particles?
- Replies: 8
- Views: 7076
Burst Particles?
I'm using the love.graphics ParticleSystem class for particle effects in my top-down dungeon crawler. The problem I'm having is that a lot of my effects are "burst" based, meaning I need the particle system to emit a whole bunch of particles in one frame, update and draw those particles (w...