Search found 3098 matches
- Tue May 09, 2017 11:00 am
- Forum: Support and Development
- Topic: Collision response with AABBs
- Replies: 9
- Views: 11611
Re: Collision response with AABBs
I can tell you how it's done in bump. It doesn't use the velocity vector itself, but it "remembers the previous positions of all items" before moving them. So it can use the "vector from the previous position to the one in the current frame". That is the same has having velocity,...
- Wed May 03, 2017 6:36 pm
- Forum: General
- Topic: Terminal-based workflows: what are you rockin'?
- Replies: 9
- Views: 10103
Re: Terminal-based workflows: what are you rockin'?
I use fzf only inside neovim. I am comfortable with ag so I use it when I'm on the console even if I have e fzf available there, too. My vim's fzf is configured to use ag internally since I can filter out files that don't interest me. I never use tags for navigation. But I am not a vim power user. M...
- Wed May 03, 2017 3:20 pm
- Forum: General
- Topic: Terminal-based workflows: what are you rockin'?
- Replies: 9
- Views: 10103
Re: Terminal-based workflows: what are you rockin'?
My setup is similar to Ikroth's: neovim, zsh, ag and fzf. Differences: I am on a mac, so I use iterm2 instead of the default terminal. I also installed Prezto which adds lots of goodies on top of zsh (it's a bit like oh-my-zsh, but feels more lightweight).
Re: EggJs?
hint: (don't read if you don't want spoilers)
ǝpoɔ ıɯɐuoʞ
ǝpoɔ ıɯɐuoʞ
- Tue Apr 11, 2017 9:34 pm
- Forum: Libraries and Tools
- Topic: [library] gamera - A camera system for LÖVE - v1.0.1 is out
- Replies: 64
- Views: 95906
Re: [library] gamera - A camera system for LÖVE - v1.0.1 is out
Hi there, That is not a strictly gamera-related issue. It happens frequently with any LÖVE game which tries to use quads to show tiles. The dt variable which LÖVE uses for time, however, is *very* floating-point in nature, like 0.1274232. Which when you multiply by the scrolling velocity of your gam...
- Wed Mar 29, 2017 1:52 pm
- Forum: Support and Development
- Topic: How to setup VIM
- Replies: 35
- Views: 33666
Re: How to setup VIM
Just my two cents regarding this: when I do LÖVE with vim I don't have any specific command for "launching love"; instead, I use another tab in the terminal to launch it. The first time I have to type "love .", but the rest it's just "change-terminal-tab up enter" - thr...
- Wed Mar 22, 2017 3:07 pm
- Forum: Support and Development
- Topic: Jump Height Unstable
- Replies: 8
- Views: 6092
Re: Jump Height Unstable
I'm just going to leave this here in case it helps: http://openarena.ws/board/index.php?topic=5100.0
- Tue Mar 21, 2017 11:21 pm
- Forum: Libraries and Tools
- Topic: love-release - in Lua ! - makes LÖVE game release easier
- Replies: 149
- Views: 202031
Re: love-release - in Lua ! - makes LÖVE game release easier
I have not done a lot of zipping/unzipping with Lua, but it seems to me that there should be a better option (or at least lua-zip should test for the existence of libzip itself). Have you tried https://github.com/mpeterv/luazip ? there's so much to do and I have so little time. You must try having a...
- Fri Mar 17, 2017 11:40 am
- Forum: Support and Development
- Topic: Ideas?
- Replies: 10
- Views: 7157
Re: Ideas?
I think a nice one to do for someone who is starting is an r-type-like shoot them up. It includes graphics, but nothing fancy, and doesn't require animations. It is easy to "plan" (first, have a ship that moves. Then make it fire. Then an enemy that moves. Then make the enemy fire. Then ma...
- Tue Mar 07, 2017 4:04 pm
- Forum: Support and Development
- Topic: Is it worth it to make a built in tile editor?
- Replies: 16
- Views: 13176
Re: Is it worth it to make a built in tile editor?
I did an editor once, in the past. It took a loooot of time and effort. So much that I didn't have any energy left for actually implementing a game for it. Nowadays I strongly favour easily parseable text files. If I can make it a .lua file, so I can directly load it with loadfile, I do just that. A...