Thanks!, and yeah. I'll be working on that.Robin wrote:Neat! Great you're actually making progress now.
And the idle-movement camera should definitely be much slower, it sort of made me dizzy. Other than that, it works beautifully.
Search found 444 matches
- Mon Dec 26, 2011 7:09 pm
- Forum: Games and Creations
- Topic: Scary Monsters
- Replies: 113
- Views: 49753
Re: Scary Monsters
- Mon Dec 26, 2011 7:08 pm
- Forum: Support and Development
- Topic: splash screens, game states, loading, etc.
- Replies: 5
- Views: 3991
Re: splash screens, game states, loading, etc.
All decent ways to do that basically involve having a draw and update function for each state, put into a big table, and then you can defer love.update and love.draw to those functions. Yeah that's actually how I imagined doing it, and it's how I've done it in the past as well. Is this the best way?
- Mon Dec 26, 2011 6:26 pm
- Forum: Support and Development
- Topic: splash screens, game states, loading, etc.
- Replies: 5
- Views: 3991
splash screens, game states, loading, etc.
So I've begun thinking of menus, and start screens for my game. I want to have a nice big "LOVE2D" screen when the game starts, as well as some other minor stuff. I'm not totally unfamiliar with game states and I could probably create a really gross version of what I want, though I'm wonde...
- Mon Dec 26, 2011 6:12 pm
- Forum: Games and Creations
- Topic: Scary Monsters
- Replies: 113
- Views: 49753
Re: Scary Monsters
Seeing it in motion is awesome. Keep up the good work. Might I suggest making your camera sway either significantly less powerful, or a fair bit slower? Yeah, the cam needs to be tweaked quite a bit and will definitely change. ps - thanks to everyone who actually helped me get that camera working.
- Mon Dec 26, 2011 5:15 pm
- Forum: Games and Creations
- Topic: Scary Monsters
- Replies: 113
- Views: 49753
Re: Scary Monsters
currently in control of a chicken, I think the camera looks pretty good.
http://vimeo.com/34204595
video is kinda bad quality, had to use quicktime recorder..
http://vimeo.com/34204595
video is kinda bad quality, had to use quicktime recorder..
- Thu Dec 22, 2011 7:22 am
- Forum: Support and Development
- Topic: really basic AI
- Replies: 2
- Views: 2298
really basic AI
http://dl.dropbox.com/u/7905642/scrymnstrs/chickens.png Hi again. Today's task is basic AI. Throughout the game world there will exists small entities, like chickens and rabbits and stuff. Here is the code I''ll be using to spawn these guys. entities = {} function spawnEntities(type, x, y, w, h, hp...
- Thu Dec 22, 2011 5:51 am
- Forum: Support and Development
- Topic: small "shaky-cam" effect
- Replies: 12
- Views: 8683
Re: small "shaky-cam" effect
ahh new lovers ... your overwriting the original values with the ones provided in the formula, = overwrites so maybe (without looking at a single bit of code...) camera.x = camera.x + (camera.xmag * math.sin(camera.time * camera.speed * 2)) camera.y = camera.y + (camera.ymag * math.sin(camera.time ...
- Thu Dec 22, 2011 4:27 am
- Forum: Support and Development
- Topic: small "shaky-cam" effect
- Replies: 12
- Views: 8683
Re: small "shaky-cam" effect
In love.update: camera.time = camera.time + dt camera.x = camera.xmag * math.sin(camera.time * camera.speed * 2) camera.y = camera.ymag * math.sin(camera.time * camera.speed) in love.draw: love.graphics.push() love.graphics.translate(math.floor(camera.x), math.floor(camera.y)) -- drawing code love....
- Wed Dec 21, 2011 7:55 pm
- Forum: Support and Development
- Topic: small "shaky-cam" effect
- Replies: 12
- Views: 8683
Re: small "shaky-cam" effect
When I do shaky cam, I use a random offset, but if you want to use figure-eights, that can be easily accomplished. Remember the sword-slinging in Simon? You'd use something similar to that: xoffset = xmagnitude * math.sin(time * speed * 2) yoffset = ymagnitude * math.sin(time * speed) for a standin...
- Wed Dec 21, 2011 6:24 pm
- Forum: Games and Creations
- Topic: Scary Monsters
- Replies: 113
- Views: 49753
Re: Scary Monsters
a few things. I'm having an incredible amount of difficulty deciding how combat will work in game, and I'd be interested to hear your ideas, since I haven't mentioned it yet. How do you guys see combat here? - I had an idea to do something similar to how they do in the Pokemon games, except not turn...