Search found 37 matches

by Sammm
Tue Aug 29, 2023 7:41 pm
Forum: Support and Development
Topic: How to make 2 way platform work properly
Replies: 2
Views: 1948

Re: How to make 2 way platform work properly

I tried doing that, like this: self.velX, self.velY = self.body:getLinearVelocity() if self.onPlatform then self.body:setY(self.platform:getBody():getY() - self.height/2 - 9) self.body:setLinearVelocity(self.velX, 0) end but now the player gets absolutely frozen on the platform and I can't figure ou...
by Sammm
Tue Aug 29, 2023 4:48 pm
Forum: Support and Development
Topic: How to make 2 way platform work properly
Replies: 2
Views: 1948

How to make 2 way platform work properly

Hello! I'm attempting to make a two way platform with the love.physics module, and currently the behavior is quite strange. The player will occasionally glitch through the platform, and when the player lands on the platform, the player phases through for a split second then returns to its normal pos...
by Sammm
Wed Aug 23, 2023 10:49 pm
Forum: Support and Development
Topic: Map isn't scaling properly with lighting
Replies: 1
Views: 1444

Map isn't scaling properly with lighting

Hello! I'm using the lighworld library for lighting, as seen here: https://github.com/tanema/light_world.lua I followed the example code very closely, and the lights work my map at a scaling of 1 (e.g. no scaling at all), but when I try to scale the map up to 2, the light appears offset improperly w...
by Sammm
Wed Aug 16, 2023 7:11 pm
Forum: Games and Creations
Topic: In the Heavens - Demo 0.1.12
Replies: 54
Views: 876707

Re: In the Heavens - Demo 0.1.5

Hello! I just wanted to say that flying around this game is super fun, I love the music and overall the game feels magical. I'd thought I'd mention a few things though: First of all, when going really fast, I feel like the camera zooms out way too far. The dragon is just a speck in the sky and it's ...
by Sammm
Tue Aug 08, 2023 10:21 pm
Forum: Support and Development
Topic: Smoothing Out Multiplayer Movement
Replies: 2
Views: 1645

Smoothing Out Multiplayer Movement

Hello! I've created some basic multiplayer movement code, but right now everything looks super jittery. My code to draw clients is basically just: for k, v in pairs(server.playerData) do love.graphics.circle("fill", v.x, v.y, 50) -- Draw player graphic exactly at position end I'm using a p...
by Sammm
Wed Oct 26, 2022 6:02 pm
Forum: Support and Development
Topic: Best way to chunk tiles?
Replies: 7
Views: 5545

Re: Best way to chunk tiles?

The maps are going to be pretty big, since it's a metroidvania world. I've heard about spritebatches as well, just don't really know what they are. I'll see if I can figure out how to implament that into my tiled world.
by Sammm
Wed Oct 26, 2022 4:48 pm
Forum: Games and Creations
Topic: Game I made in 1 Hour
Replies: 4
Views: 4854

Re: Game I made in 1 Hour

Yes, definitely, I agree with all that you said but it was the best I could do in 1 hour haha. A 2 or 3 hour challenge would be more interesting, since you would have time to add more of those important game elements that I couldn't add in 1 hour. Here's the 3-person-team's game: https://turbowarp.o...
by Sammm
Wed Oct 26, 2022 4:23 pm
Forum: Support and Development
Topic: Best way to chunk tiles?
Replies: 7
Views: 5545

Re: Best way to chunk tiles?

I'm using STI with Tiled though, so I'm sure I can loop through tiles like that. I'll experiment and see what I can do though.
by Sammm
Wed Oct 26, 2022 3:03 pm
Forum: Support and Development
Topic: Best way to chunk tiles?
Replies: 7
Views: 5545

Best way to chunk tiles?

Hello! I'm attempting to make a bigger indie game with Love2D, and I'm using Tiled with STI to create large maps. However, due to performance, I don't think it's a wise idea to draw the entire map on the screen, but rather, divide it into chunks and only draw the chunks the player is in to increase ...
by Sammm
Thu Oct 13, 2022 5:49 pm
Forum: Support and Development
Topic: How to draw all Tile Layers in a Tile Group?
Replies: 0
Views: 8222

How to draw all Tile Layers in a Tile Group?

Hello! I'm using the STI (Simple Tiled Implementation) and I'm trying to draw all the tiles in a group layer called "Grass." I searched the STI documentation and I couldn't find a way to do this, and when I tried calling testmap:drawLayer(testmap.layers["Grass"]) I just got an er...