blogs.love2d.org - The Official LÖVE Blogs!

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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Davidobot
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Re: blogs.love2d.org - The Official LÖVE Blogs!

Post by Davidobot » Fri Mar 08, 2013 8:57 pm

josefnpat wrote:
Davidobot wrote:I think my application got removed, can you tellme, did it get rejected?
josefnpat wrote: [*]Only board members can view applications. This was debated on the IRC channel, but we feel if we make the comments private, there can be more honest conversation among the board members. When an application is submitted, you will see the following screen;
Image[/list]
Your application has not been lost, it's just only visible to board members.
Oh, ok. Sorry didn't read that.
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substitute541
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Re: blogs.love2d.org - The Official LÖVE Blogs!

Post by substitute541 » Sat Mar 09, 2013 2:38 am

It is kind of hard to write a blog post using markdown (I had some experience with that in the edX Wiki)...
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josefnpat
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Re: blogs.love2d.org - The Official LÖVE Blogs!

Post by josefnpat » Sat Mar 09, 2013 4:58 am

substitute541 wrote:It is kind of hard to write a blog post using markdown (I had some experience with that in the edX Wiki)...
If you want, here is thorough documentation of markdown.

There should also be a WYSIWYG editor as well!
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Re: blogs.love2d.org - The Official LÖVE Blogs!

Post by MarekkPie » Sat Mar 09, 2013 12:46 pm

One of the reasons I decided to sign up as a writer was BECAUSE we could write in Markdown. I love it.

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silver_hawk
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Re: blogs.love2d.org - The Official LÖVE Blogs!

Post by silver_hawk » Sun Mar 10, 2013 1:41 pm

Wow nice :D love it !

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substitute541
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Re: blogs.love2d.org - The Official LÖVE Blogs!

Post by substitute541 » Mon Mar 11, 2013 1:49 am

Alright, maybe I'll write my blog post in Notepad++ before posting it.

EDIT: Made a new blog post. Hope it gets accepted.

EDIT 2: Actually noticed a new favicon when I reloaded the blog (I opened the blog 6 hours ago).
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monsieur_h
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Re: blogs.love2d.org - The Official LÖVE Blogs!

Post by monsieur_h » Mon Mar 11, 2013 10:27 am

My two cents:

you could add links to the homepage, the wiki, the forum and the issue tracker in the header. It would help navigating in the LÖVEsphere in an easier way.
:3

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josefnpat
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Re: blogs.love2d.org - The Official LÖVE Blogs!

Post by josefnpat » Mon Mar 11, 2013 5:01 pm

substitute541 wrote:Alright, maybe I'll write my blog post in Notepad++ before posting it.

EDIT: Made a new blog post. Hope it gets accepted.

EDIT 2: Actually noticed a new favicon when I reloaded the blog (I opened the blog 6 hours ago).
Whooo, more bugs! Writers, Moderators and Board members can now see unpublished articles.

(btw, the article looks awesome substitute541, just need one more person to read it over.)
monsieur_h wrote:My two cents:

you could add links to the homepage, the wiki, the forum and the issue tracker in the header. It would help navigating in the LÖVEsphere in an easier way.
:3
Once the blog gets going a little more, that's just what I plan on asking for :)
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FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push

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substitute541
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Re: blogs.love2d.org - The Official LÖVE Blogs!

Post by substitute541 » Tue Mar 12, 2013 4:50 am

Wooohooo. It got published!
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Re: blogs.love2d.org - The Official LÖVE Blogs!

Post by Santos » Tue Mar 12, 2013 12:31 pm

Congrats substitute541, great article! And congrats josefnpat for setting this up, it looks awesome! :awesome: I'm psyched for future posts.

I haven't finished reading the article, but I got stuck on visualising how the AABB check worked, so here's how I understood it...
circles.png
circles.png (17.11 KiB) Viewed 6646 times
The distance between the centers on the x-axis is found with math.abs(circleA.x - circleB.x), the absolute difference of the x positions.

As with the x-axis, so with the y-axis.

I'm probably totally confused, but should't it be...

if math.abs(circleA.x - circleB.x) > circleA.radius + circleB.radius and math.abs(circleA.y - circleB.y) > circleA.radius + circleB.radius then

because the circles could only be colliding if the centers on both axes are in range?

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