Search found 42 matches

by peterrust
Tue Jan 10, 2017 12:24 am
Forum: Support and Development
Topic: Mario like col problem
Replies: 10
Views: 5649

Re: Mario like col problem

Slipeg, I'm not sure if you've seen it yet, but this tutorial might be helpful if you want to get started quickly: http://osmstudios.com/tutorials/your-first-love2d-game-in-200-lines-part-1-of-3. If you're looking for a way to animate your sprite, you may want to look at: https://github.com/kikito/a...
by peterrust
Tue Jan 10, 2017 12:12 am
Forum: Support and Development
Topic: Mario like col problem
Replies: 10
Views: 5649

Re: Mario like col problem

Slipeg, There's an article on Mozilla Developer Network that explains the math behind the simple (Axis Aligned Bounding Box) collision: https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection. It also presents some alternatives (circle collision, as well as a way to detect a...
by peterrust
Mon Jan 09, 2017 5:03 pm
Forum: Support and Development
Topic: Thin client
Replies: 6
Views: 4749

Re: Thin client

sandboxing is quite a thing in Lua, and thus, in Löve. One of Lua's original purposes was to provide scripting extensions to programs (modding etc.) and such extensions should always be sandboxed, so it was engineered into Lua from the beginning (AFAIK). I used it quite a lot for trAInsported as we...
by peterrust
Sun Jan 08, 2017 11:23 pm
Forum: Support and Development
Topic: How to make a delay between code?
Replies: 4
Views: 4640

Re: How to make a delay between code?

kikito made a really nice library called `cron` that makes it easy to execute code after a delay: https://github.com/kikito/cron.lua (if you're familiar with Javascript, it functions like the setTimeout() and setInterval() functions)
by peterrust
Sun Jan 08, 2017 11:16 pm
Forum: Support and Development
Topic: Thin client
Replies: 6
Views: 4749

Re: Thin client

Zeex00, Do you mean something like a browser that downloads and executes assets and code Just-In-Time from various addresses via HTTP? One problem would be sandboxing -- you would want to add guards to love2d to keep downloaded code from reading/writing arbitrary files on your hard drive, etc. I'm n...
by peterrust
Sun Jan 08, 2017 4:51 pm
Forum: General
Topic: Source code license?
Replies: 13
Views: 15134

Re: Source code license?

xNick1: You can put a small "TM" next to your game's name and/or character names or whatever's distinctive, thus trademarking them (not a "reserved" trademark, but should be good enough for the kind of protection you want). Of course, someone could just slap a different name on t...
by peterrust
Sun Jan 08, 2017 4:11 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 748010

Re: Simple Tiled Implementation - STI v0.16.0.3

rot, I've never done a game like this, so others probably have better ideas, but one idea that comes to mind is to dynamically modify the map, moving a tiles from the beginning of the map to the end of the map, one column at a time, based on how close the player is to reaching the end of the map. Bu...
by peterrust
Thu Jan 05, 2017 8:10 pm
Forum: Support and Development
Topic: Collisions don't work right
Replies: 5
Views: 3933

Re: Collisions don't work right

katd, Quick follow-up: if you don't deal with the overlap then it can result in bugs with the code written the way that it is. For example, if y is -5 and dy is -4, then your y <= 0 code would detect that the ball needs to bounce against the screen and would reverse the dy to 4. The problem with thi...
by peterrust
Thu Jan 05, 2017 8:05 pm
Forum: Support and Development
Topic: Collisions don't work right
Replies: 5
Views: 3933

Re: Collisions don't work right

katd, you're using an equality check for the up and down collision and for part of the paddle collision. Typically collision code can't rely on positions being exactly equal (i.e. touching), since the updates don't happen at every single possible instant of time. Instead, collision code usually has ...
by peterrust
Wed Jan 04, 2017 1:31 am
Forum: General
Topic: how succesfully build community project on Love2D forum
Replies: 9
Views: 4050

Re: how succesfully build community project on Love2D forum

IMO the most successful community projects are libraries or engines that can be used by multiple games, as opposed to complete games. As zorg mentioned, everyone has ideas, the hard part is the work necessary to bring those ideas to life. From my brief time reading the forums, reading and re-reading...