Search found 444 matches
- Wed Dec 21, 2011 6:00 pm
- Forum: Support and Development
- Topic: small "shaky-cam" effect
- Replies: 12
- Views: 8639
small "shaky-cam" effect
So, I'm trying to create a basic camera (this doesn't interact with the character at all yet). Assume I have these variables: camera = {} camera.x = 0 camera.y = 0 camera.speed = 10 -- this will probably be multiplied by dt I'd like the camera to move about just a little bit on it's focal point, Bas...
- Sun Dec 18, 2011 5:32 am
- Forum: Support and Development
- Topic: iteration problem
- Replies: 1
- Views: 1055
Re: iteration problem
turns out I solved it by doing trees = {} function spawnTrees() for i = 1, #map do for l = 1, #map do if map[i][l] ~= 0 then table.insert(trees, {t = quads[map[i][l]], x = l-1, y = i-2}) end end end end function drawTrees() for i=1, #trees do love.graphics.drawq(images.tileset, trees[i].t, mapToWorl...
- Sun Dec 18, 2011 5:23 am
- Forum: Support and Development
- Topic: iteration problem
- Replies: 1
- Views: 1055
iteration problem
So before I was drawing trees based on what number was in the tile grid. Which worked great, but (like Jasoco said) I'd like to have each tree as it's own object. I've managed to come up with this, which works fine If I wasn't to place EVERY tree individually in load(), but I don't. I'd like for the...
- Fri Dec 16, 2011 7:37 pm
- Forum: Support and Development
- Topic: Timed animations attached to images.
- Replies: 7
- Views: 2195
Re: Timed animations attached to images.
ahh, I was thinking something like this. trees = {} function spawnTrees(x,y,w,h) table.insert(trees, {x=x, y=y, w=w, h=h}) end function drawTrees() for i=1, #trees do trees[i].anim:draw(trees[i].x, trees[i].y) end end then probably write some code to remove the trees from the table if they aren't on...
- Fri Dec 16, 2011 6:40 pm
- Forum: Support and Development
- Topic: Create a tile grid without images?
- Replies: 1
- Views: 1115
Create a tile grid without images?
Hi, again.. Right now I'm using this to create the set amount of tiles used for my game. I'm not sure if it's actually a bad thing or not - but incase - is there away to eliminate images entirely? I really just need a grid of numbers. tile = {} -- tiles for i = 0, 32 do tile[i] = love.graphics.newIm...
- Fri Dec 16, 2011 6:00 pm
- Forum: Libraries and Tools
- Topic: 3d map test
- Replies: 27
- Views: 12884
Re: 3d map test
I think it's a good idea. With the right graphics it could serve a purpose - especially since it's kind-of lightweight. Just thinking about it, my current project could benefit from something like this (though I won't do it, for now at least).
Good work!, cool too.
Good work!, cool too.
- Fri Dec 16, 2011 5:58 pm
- Forum: General
- Topic: ASEPrite - Pixel animator
- Replies: 9
- Views: 4945
ASEPrite - Pixel animator
Not sure if you guys have ever seen this app before, but it's extremely useful in creating animations, and simple pixel graphics. I've tried a dozen animators including photoshop's built-in animation tools but they are really ugly and hard to use for the most part. I still however prefer to actually...
- Fri Dec 16, 2011 5:46 pm
- Forum: Support and Development
- Topic: Timed animations attached to images.
- Replies: 7
- Views: 2195
Re: Timed animations attached to images.
One quick-but-dirty way to do it is (I'm assuming you have code for doing the animation already. AnAL or something), add to your drawing code a check for if it's a tree, and and if math.random(9000)==1, then do the animation instead of the regular drawing. function drawTrees() for i = 1, #map do fo...
- Fri Dec 16, 2011 7:28 am
- Forum: Support and Development
- Topic: Timed animations attached to images.
- Replies: 7
- Views: 2195
Timed animations attached to images.
Alright. My game world is covered in trees. Now these trees aren't animated, but I'd like to give them the FEEL of being animated. http://dl.dropbox.com/u/7905642/scrymnstrs/example.gif The animation is a little quick in that example, but you get the idea. So right now I have a small "leaf fall...
- Fri Dec 16, 2011 4:43 am
- Forum: Games and Creations
- Topic: Scary Monsters
- Replies: 113
- Views: 49615
Re: Scary Monsters
Thanks for the replies guys. Right now I've got this: -Land generates across the map -Maps can be created really easily by creating small areas then placing them into the map (thanks Robin) -Objects like houses and structures can also be placed into the map (super-ugly but seems to work) gonna work ...