Search found 444 matches

by Ryne
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...
by Ryne
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...
by Ryne
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...
by Ryne
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...
by Ryne
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...
by Ryne
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. :)
by Ryne
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...
by Ryne
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...
by Ryne
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...
by Ryne
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 ...