Search found 28 matches
- Sun Nov 27, 2011 2:19 pm
- Forum: Support and Development
- Topic: Collision not working
- Replies: 13
- Views: 10543
Re: Collision not working
For the obstacle height problem, you have to check for the two tiles at right (or left), something like: love.keyboard.isDown("d","right") and TileTable[rightTileY][rightTileX] == 1 and TileTable[rightTileY+1][rightTileX] == 1 Thank you, it fixed the height problem! However, the...
- Sun Nov 27, 2011 1:35 pm
- Forum: Support and Development
- Topic: Collision not working
- Replies: 13
- Views: 10543
Re: Collision not working
Secondly, it seams that player.x and player.y point to the top left corner of a 2 tiles height character and that you check for collision only for that point. That explains why your player is only affected by >2 tiles height obstacles, and also why player is blocked 1 tile too early when going left...
- Sun Nov 27, 2011 12:42 pm
- Forum: Support and Development
- Topic: Collision not working
- Replies: 13
- Views: 10543
- Mon Nov 21, 2011 9:20 pm
- Forum: Support and Development
- Topic: Collision not working
- Replies: 13
- Views: 10543
Re: Collision not working
I actually did, and the result was that when the player approaches the left obstacle all the code after the print line is not running and i got a weird error: attempt to concentate global 'leftTileNo' (a nil value) (i changed the local variables to global to be able to print them) If I'm not wrong ...
- Sun Nov 20, 2011 11:38 pm
- Forum: Support and Development
- Topic: Collision not working
- Replies: 13
- Views: 10543
Re: Collision not working
You seem to already use a more oriented Tile engine for Quads. Do you already studied Kikito's nice Tile Tutorial? https://github.com/kikito/love-tile-tutorial/wiki https://github.com/kikito/love-tile-tutorial EDITED: Ah, I understand your problem with the tutorials. Kikito's tutorial don't yet foc...
- Sun Nov 20, 2011 7:33 pm
- Forum: Support and Development
- Topic: Collision not working
- Replies: 13
- Views: 10543
Collision not working
Hi there, i have followed some various tutorials to get tile maps + collision to work, however it does not work 100% properly yet, and i don't know why. It's hard to explain what the problem is, so just run the .love file and you will understand! If anyone of you is kind enough to take a look at my ...
- Wed Nov 16, 2011 7:20 pm
- Forum: Libraries and Tools
- Topic: Debug - A whole new way of debugging your game
- Replies: 106
- Views: 92567
Re: Debug - A whole new way of debugging your game
Does anyone know if there's a way to use Debug with LICK? (see https://github.com/headchant/LICK)
When i try, only one seem to work depending on which i load first.
When i try, only one seem to work depending on which i load first.
- Wed Nov 16, 2011 6:53 pm
- Forum: Support and Development
- Topic: Pixel font
- Replies: 19
- Views: 8487
Re: Pixel font
Ah, i see. I set my font to 18 size, and it actually seems to work now!
Thanks everyone!
Thanks everyone!
- Tue Nov 15, 2011 7:15 pm
- Forum: Support and Development
- Topic: Pixel font
- Replies: 19
- Views: 8487
Re: Pixel font
Sure,Boolsheet wrote:Can you show us the code how you generate the image?
Code: Select all
font = love.graphics.newFont("fonts/font.ttf", 16)
love.graphics.setFont(font)
- Mon Nov 14, 2011 8:35 pm
- Forum: Support and Development
- Topic: Pixel font
- Replies: 19
- Views: 8487
Re: Pixel font
How can i fix this? Can you give us an example what LÖVE produces and a image of what you would expect it to look like? We can then give you more accurate information how to get there. Sure. Here's an image of what it looks like in LÖVE 3zY96.png As you can see, the edges are kind of round and not ...