Search found 49 matches
- Sun Jan 13, 2013 6:28 am
- Forum: Games and Creations
- Topic: [Platformer] GiLL Pre-Alpha Demo
- Replies: 20
- Views: 5839
What you have so far is great! Managed to beat your demo, but it took me a long time to discover the fall-off-platform-then-jump maneuver for the first level... Thank you for sharing.
- Wed Nov 28, 2012 4:01 am
- Forum: Support and Development
- Topic: help collision of TileMap en love2d
- Replies: 4
- Views: 1249
You were only checking collisions with the ceiling and floor of the map. I added a few lines of code to your isOffMap() function to show you how to detect a collision with the center of your helicopter and any solid tile. Basically what I did was: Check which map cell the player's central point was ...
That did it for me! Nice job! Much better! Awesome, thanks for confirming! I guess I can declare this demo "done" now. Your unfinished demo is much more polished than many finished games (including mine)! Excellent. Hey man, this looks awesome! Technically, it's very smooth and runs nicely. The oth...
- Sun Nov 25, 2012 6:42 am
- Forum: Libraries and Tools
- Topic: Musical: automatic music generation
- Replies: 27
- Views: 5033
That's so awesome! I extracted your mgen code into its own script to make it more modular and then wrote a short loop for it to play...Jamie wrote:I hereby release "mgen" v 0.1 under the MIT license for anyone to use and/or modify for any purpose, but with no warranty.
Your problem is that you're drawing halfway between pixels and at non whole number scales. Floor your scaling and placement to a whole number. Ahh, thanks Jasoco! Attached is another version of the demo where everything is drawn at whole number coordinates (with sprite batch turned off again). Anyo...
Thank you for all your feedback. Here is a version with sprite batch enabled in ATL. Movement is not as smooth on my machine this way, but it may help with with all the line flickering. My only very minor grip is that diagonal movement is way too fast, probably because you are simply adding vertical...