Search found 49 matches
- 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...
- 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 ...
- 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...
- 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 ...
- 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?
- 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
Windows 7 1920x1080
- 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
Windows 7rmcode wrote:What OS are you using?
- 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...
- 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...
- 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...