Search found 49 matches

by AlexCalv
Mon Sep 26, 2016 7:14 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 737954

Re: Simple Tiled Implementation - STI v0.16.0.3

Each object has a properties table you can access, so you can give an object properties such as flags to let your program know what can be built there. Right, I understand I need to do that. But I don't understand your documentation because of lack of examples. function tower.PlaceAtMouse(x, y) for...
by AlexCalv
Sat Sep 24, 2016 6:22 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 737954

Re: Simple Tiled Implementation - STI v0.16.0.3

I'm having a tough time understanding how to implement STI into my game. I'm making a tower defense game and what I have setup are rectangle objects in areas that towers CAN be placed on, and I have a polygon shape object created to specify the path that I wanted enemies to take. I have no idea how ...
by AlexCalv
Sat Jul 04, 2015 7:39 am
Forum: Support and Development
Topic: [Solved]How to create "explosions" no PS or Physics?
Replies: 2
Views: 2160

Re: How to create "explosions" no PS or Physics?

Hey, you are on the right track. The change you need is this: When you spawn one of the small particles, you need to give it a random x- and y-velocity once. Then while it is flying do not use any randomness, but only physics. Here are the lines you need to change: function particles.Spawn(x, y, am...
by AlexCalv
Sat Jul 04, 2015 7:18 am
Forum: Support and Development
Topic: [Solved]How to create "explosions" no PS or Physics?
Replies: 2
Views: 2160

[Solved]How to create "explosions" no PS or Physics?

I'm trying to create a sort of sim where you can launch fireworks and they explode and whatnot. I'm avoiding the particle system and physics modules entirely. I can't for the life of me figure out how to make my particles actually, like, fly out however. I really want to just avoid the modules Love ...
by AlexCalv
Wed Feb 25, 2015 2:05 pm
Forum: Support and Development
Topic: window variables problems after changing window mode
Replies: 6
Views: 2524

Re: window variables problems after changing window mode

Oh you mean going into fullscreen, and then go back to windowed mode?
by AlexCalv
Wed Feb 25, 2015 5:42 am
Forum: Support and Development
Topic: window variables problems after changing window mode
Replies: 6
Views: 2524

Re: window variables problems after changing window mode

All buttons work for me the same way they do in windowed mode.

Windows 7 1920x1080
by AlexCalv
Fri Feb 20, 2015 12:44 pm
Forum: General
Topic: LÖVE 0.9.2 Released
Replies: 59
Views: 81810

Re: LÖVE 0.9.2 Released

rmcode wrote:What OS are you using?
Windows 7
by AlexCalv
Thu Feb 19, 2015 11:11 pm
Forum: General
Topic: LÖVE 0.9.2 Released
Replies: 59
Views: 81810

Re: LÖVE 0.9.2 Released

Another thing I noticed which isn't a huge deal, but if there's a message box open, and you click the game window behind it, the message box gets hidden behind the game window. Is there a way you can force the message box to always stay on top? And what does attach to window do? It attaches the mes...
by AlexCalv
Thu Feb 19, 2015 5:47 am
Forum: General
Topic: LÖVE 0.9.2 Released
Replies: 59
Views: 81810

Re: LÖVE 0.9.2 Released

Buttons in Message boxes are in reverse order. Is it normal? I believe they're in the "natural" order for message box buttons on the OS (whatever that may be), rather than always left-to-right. Maybe think of it like: the first one in the list is the primary button. And escapebutton in Me...
by AlexCalv
Tue Feb 03, 2015 12:50 am
Forum: Support and Development
Topic: [SOLVED] Pong | Ball getting stuck inside game window
Replies: 2
Views: 1540

Re: Pong | Ball getting stuck inside game window

You can probably solve this by doing these two things: 1) In the ball-update do the movement first and then the collision detection. 2) In the collision detection, separate the collision at the top and at the bottom. Something like this: if self.y >= gheight - self.height then self.yVel = -1 * math...