Search found 75 matches
- Sat Oct 25, 2014 4:43 pm
- Forum: Libraries and Tools
- Topic: LÖVE3D
- Replies: 201
- Views: 167987
Re: LOVE3D: For Realsies
Really awesome work!
- Thu Oct 23, 2014 7:43 pm
- Forum: Support and Development
- Topic: Image Positioning
- Replies: 2
- Views: 1845
Re: Image Positioning
Right, gotcha and I guess you mean using those s_w etc vars to calculate the percentage.
Thanks!
Thanks!
- Sat Oct 18, 2014 1:08 pm
- Forum: Support and Development
- Topic: Image Positioning
- Replies: 2
- Views: 1845
Image Positioning
Hey all, Really obvious thing but I started a game using absolute position values only to realise everything would get messed up on maximize. Ive started reworking stuff to be positioned from the center of the screen and im just wondering is this correct? I come from a coding background, so game dev...
- Sat Oct 18, 2014 12:17 pm
- Forum: General
- Topic: LOVE users map
- Replies: 182
- Views: 120480
Re: LOVE users map
Please add me to the map - Cork, Ireland.
- Wed Oct 01, 2014 9:11 pm
- Forum: Support and Development
- Topic: Item Amount Issue
- Replies: 4
- Views: 2941
Re: Item Amount Issue
Ahhhh thank you so much Robin!!
I had previously been trying break in that loop but it wasn't working for me at all.
I had previously been trying break in that loop but it wasn't working for me at all.
- Tue Sep 30, 2014 6:24 pm
- Forum: Support and Development
- Topic: Item Amount Issue
- Replies: 4
- Views: 2941
Re: Item Amount Issue
Now it seems to happen the other way around: ItemA x 1 itemB x 1 itemB x 2 I have attached a love file so you can see. M key is for menu, which will render the faulty inventory listing. Note that I moved the line to change the amount because we only want to change the amount if we match the names of...
- Sun Sep 28, 2014 8:05 pm
- Forum: Support and Development
- Topic: Item Amount Issue
- Replies: 4
- Views: 2941
Item Amount Issue
Hi All, Having a weird issue with this: function addToInv(itemToAdd) if #inventory == 0 then table.insert(inventory,itemToAdd) else for i = 1, #inventory do if inventory[i].name == itemToAdd.name then print(" YES matched values") inventory[i].amount = inventory[i].amount + itemToAdd.amount...
- Wed Sep 10, 2014 7:37 pm
- Forum: Support and Development
- Topic: How to use bump.lua
- Replies: 50
- Views: 32385
Re: How to use bump.lua
I have attached a love file here of my work in progress (or not very good progress you might say) x) I think my main problem with bump is the coords of the player collision box are not actually the coords of the player. I don't know how to explain what is going on except that the box isn't following...
- Mon Sep 08, 2014 6:21 pm
- Forum: Support and Development
- Topic: How to use bump.lua
- Replies: 50
- Views: 32385
Re: How to use bump.lua
I also posted in my own thread about this. I don't know how to use the damn thing and I will have to consider using something else soon. T_T
- Sun Sep 07, 2014 4:22 pm
- Forum: Support and Development
- Topic: Hi all! - Various questions on Love2d
- Replies: 31
- Views: 16246
Re: Hi all! - Various questions on Love2d
So I came back to working on my game again. I have the standing animation in place. I also have the beginning of my old main menu system. Trying to have a go at collision detection. Certain this doesn't seem as easy as my previous tool. :S --Inside love.load() world = bump.newWorld(50) -- create two...