Search found 153 matches
- Sun Dec 11, 2011 2:45 am
- Forum: Support and Development
- Topic: Help with 2 things, Camera following character, and jumping
- Replies: 4
- Views: 2826
Re: Help with 2 things, Camera following character, and jump
when i jump outside the frame the ball just freezes at the top..any way around that? Right now your best off just make the world bigger at the start like tentus said, in 0.8.0 that will no longer be a problem, but it doesn't hurt to make the world massive (if you're only going to be moving up, then...
- Sat Dec 10, 2011 11:58 pm
- Forum: Support and Development
- Topic: Is realistic jumping even possibru without love.physics ?
- Replies: 16
- Views: 6833
Re: Is realistic jumping even possibru without love.physics
Make falloff positive (your jump applys negative force, so adding more negative force sends the player off into space) try setting initial and falloff to something like -500, and 400 and you'll have a jump that feels pretty decent.
- Sat Dec 10, 2011 9:06 pm
- Forum: Support and Development
- Topic: Is realistic jumping even possibru without love.physics ?
- Replies: 16
- Views: 6833
Re: Is realistic jumping even possibru without love.physics
I think the problem is everybody has slightly different ways they like to handle this stuff. You could try directly setting player.velocity.y instead of player.v, I think that might do something. A good way to start is just make the jump key push the player up, then put in checks like only allow it ...
- Tue Nov 29, 2011 12:48 am
- Forum: Support and Development
- Topic: Shaders in 0.8
- Replies: 8
- Views: 3872
Re: Shaders in 0.8
ok, Thanks again. now I just need to wrestle with the physics until it stops crashing ![Razz :P](./images/smilies/ms-razz.png)
![Razz :P](./images/smilies/ms-razz.png)
- Mon Nov 28, 2011 11:38 pm
- Forum: Support and Development
- Topic: Shaders in 0.8
- Replies: 8
- Views: 3872
Re: Shaders in 0.8
That worked, thanks guys.
One more thing, is love.graphics.isSupported() the same as love.graphics.hasPixelEffects() ? The latter seems to have been removed.
One more thing, is love.graphics.isSupported() the same as love.graphics.hasPixelEffects() ? The latter seems to have been removed.
- Mon Nov 28, 2011 8:23 pm
- Forum: Support and Development
- Topic: Shaders in 0.8
- Replies: 8
- Views: 3872
Shaders in 0.8
In my quest to update In The Dark to 0.8.0 I've run into a snag with shaders. It looks like everything is good until it tries to send something to the shader. When I do this: lightShader:send("source", sX, (sY-cam.h)*-1) I get this: graphics.lua.1341 : Invalid operation: - Trying to send t...
- Mon Nov 28, 2011 9:30 am
- Forum: Support and Development
- Topic: Selling games?
- Replies: 2
- Views: 1929
Re: Selling games?
I recommend amazon payments if you want to sell something on your own website (thats how I do it). Amazon has some pretty cool options and Paypal isn't particularly professional looking. Desura is very indie friendly and it's quite easy to put a game on Android or XBLA. If you're wondering about the...
- Wed Nov 23, 2011 2:24 am
- Forum: Support and Development
- Topic: Upcoming Physics changes
- Replies: 13
- Views: 5063
Re: Upcoming Physics changes
After giving world:queryBoundingBox a try, I'm confused by it. what exactly gets passed to the function you give it?
Also is body:getWorldPoints(shape:getPoints()) really the easiest way to draw shapes to the screen now? nested functions like that get really messy looking.
Also is body:getWorldPoints(shape:getPoints()) really the easiest way to draw shapes to the screen now? nested functions like that get really messy looking.
- Mon Nov 21, 2011 11:48 pm
- Forum: Support and Development
- Topic: Upcoming Physics changes
- Replies: 13
- Views: 5063
Re: Upcoming Physics changes
Also, world:queryBoundingBox(x1, y1, x2, y2, callbackfunc) has a similar style to world:rayCast (see the Manual for a better description) and can be used for things like a fast 2d version of frustum culling, assuming your physics shapes match up to drawn objects. Awesome, I actually use something a...
- Mon Nov 21, 2011 7:34 pm
- Forum: Support and Development
- Topic: Upcoming Physics changes
- Replies: 13
- Views: 5063
Re: Upcoming Physics changes
the meter parameter isn't in love.physics.newWorld, you'll have to do that after world creation Good to know, not sure where I read that it did. shapes are sort of like 'prototypes' now. When you 'attach' a shape to a body via a fixture, it really makes a copy of the shape. I sortof figured thats w...