Search found 39 matches
- Mon Dec 17, 2012 5:37 pm
- Forum: Games and Creations
- Topic: Hangman
- Replies: 19
- Views: 11320
Re: Hangman
It's a troll, or just somebody really dumb.
- Mon Dec 17, 2012 2:24 pm
- Forum: Games and Creations
- Topic: [LD25] Not Space Invaders
- Replies: 0
- Views: 2519
[LD25] Not Space Invaders
Yet another Ludum Dare, yet another game with Lua/LÖVE. Links for various OSs including the .love, description and screenshots can all be found here. http://www.ludumdare.com/compo/wp-content/compo2/thumb/fb60663d6b867fbcce299d3d1b69c083.jpg Thanks for some guys like leafo and Nix from #love who hel...
- Mon Oct 08, 2012 8:18 am
- Forum: Support and Development
- Topic: Using love.physics - collision is 1px off
- Replies: 4
- Views: 3407
Re: Using love.physics - collision is 1px off
Ooh I have to use a sprite to cover for it, thanks
- Sun Oct 07, 2012 5:18 pm
- Forum: Support and Development
- Topic: Using love.physics - collision is 1px off
- Replies: 4
- Views: 3407
Re: Using love.physics - collision is 1px off
From what I read in the manual about skins, it sure is skins, but I can't find out a way to get rid of them, any idea?Boolsheet wrote:It's probably the polygon skin. Take a look at the end of 4.4 Polygon Shapes in the Box2D Manual.munchor wrote:I looked through the documentation and tweaked some values with no luck.
- Sun Oct 07, 2012 11:57 am
- Forum: Support and Development
- Topic: Using love.physics - collision is 1px off
- Replies: 4
- Views: 3407
Using love.physics - collision is 1px off
function love.load() love.physics.setMeter(64) world = love.physics.newWorld(0, 9.81 * 64, true) objects = {} -- Create the ground objects.ground = {} objects.ground.body = love.physics.newBody(world, 800/2, 650-50/2) -- Shape is anchored to center! objects.ground.shape = love.physics.newRectangleS...
- Mon Aug 27, 2012 10:54 am
- Forum: Games and Creations
- Topic: [LD24] Angry Fish
- Replies: 5
- Views: 6097
[LD24] Angry Fish
Angry Fish was my entry for this Ludum Dare, my first.
The main issues with it are the fact that you have to restart in order to play again when you die and the lack of music. The first problem was because I didn't plan out the structure of my game. I'll be writing a post mortem soon.
The main issues with it are the fact that you have to restart in order to play again when you die and the lack of music. The first problem was because I didn't plan out the structure of my game. I'll be writing a post mortem soon.
- Fri Aug 24, 2012 4:46 pm
- Forum: Support and Development
- Topic: How to avoid drawing map every single tick
- Replies: 29
- Views: 12838
Re: How to avoid drawing map every single tick
It can be done much easier if you just crate a 2d array for blocked tiles. Iterating over and checking every blocked tile is much less efficient. local solidTiles local function getSolidTiles(map) solidTiles = setmetatable({}, {__call = function(self, x, y) return self[x] and self[x][y] end}) for x...
- Fri Aug 24, 2012 2:39 pm
- Forum: Support and Development
- Topic: How to avoid drawing map every single tick
- Replies: 29
- Views: 12838
Re: How to avoid drawing map every single tick
But I don't think ATL is the problem in this situation... Also, maybe you might want to reconsider the way you get solid tiles. Actually, what you are doing is looping through all tiles, to build a list of those who are collidable before entering the game loop. Then each time the player moves, you ...
- Thu Aug 23, 2012 8:05 pm
- Forum: Support and Development
- Topic: How to avoid drawing map every single tick
- Replies: 29
- Views: 12838
Re: How to avoid drawing map every single tick
There you go Thanks.Roland_Yonaba wrote:Can you provide the full updated *.love, please ?
- Thu Aug 23, 2012 7:17 pm
- Forum: Support and Development
- Topic: How to avoid drawing map every single tick
- Replies: 29
- Views: 12838
Re: How to avoid drawing map every single tick
That looks like a great idea, but what would 'dx' and 'dy' be in that context? Thanks in advance. (I realize deltax and deltay, but how would I go about calculating them, and what do they mean?) deltaX and deltaY, in the context, would the amount by which you would increase/decrease player's x and ...