Search found 85 matches
- Wed Jul 25, 2012 12:26 am
- Forum: Support and Development
- Topic: Block collision - problems in detection
- Replies: 5
- Views: 2973
Re: Block collision - problems in detection
Glad to help
- Tue Jul 24, 2012 6:07 pm
- Forum: Support and Development
- Topic: Block collision - problems in detection
- Replies: 5
- Views: 2973
Re: Block collision - problems in detection
Hey Schbaltz. One solution is to use a circle instead of a rectangle. I change around your code a bit to do this. I don't know how 'strict' you want the collision detection to be so maybe you would prefer the rectangle shape. anyway... The circle has setFixedRotation set to true so it rolls instead ...
- Tue Jul 24, 2012 9:10 am
- Forum: Support and Development
- Topic: (Not) Shooting bullets - what am I missing?
- Replies: 4
- Views: 1855
Re: (Not) Shooting bullets - what am I missing?
No problem..Game's coming along nicelythesmeagle wrote:Oh it very much does! And thank you for explaining it; it makes a lot more sense that way.
- Tue Jul 24, 2012 8:44 am
- Forum: Support and Development
- Topic: (Not) Shooting bullets - what am I missing?
- Replies: 4
- Views: 1855
Re: (Not) Shooting bullets - what am I missing?
Hey Thesmeagle. I think this should do the trick. I added/changed some code... first off you had: shot.img = ('bullit') as bullit is a variable, not a string...It should be shot.img = bullit You don't have any function to draw the bullets contained in the player.shots table so I added that to your u...
- Mon Jul 23, 2012 10:41 pm
- Forum: Support and Development
- Topic: enemy library help
- Replies: 3
- Views: 1107
Re: enemy library help
It's quite hard to dissect. You have a lot of repeating code which I think you could reduce.
The enemy:AI function has quite a few nested loops.
If you try comment out a few of them does it speed things up?
The enemy:AI function has quite a few nested loops.
If you try comment out a few of them does it speed things up?
- Sat Jul 21, 2012 7:20 am
- Forum: Games and Creations
- Topic: Game: Fruitless
- Replies: 32
- Views: 19967
Re: Game: Fruitless
I don't know what i did but it works now. Well done the game it is challenging but fun. One thing. Can you make the camera fly back to one of you fruit without you caving to click continuously. Glad you like it :) Yes you can use the left and right arrow keys to switch fruit, or alternatively click...
- Sat Jul 21, 2012 12:18 am
- Forum: Games and Creations
- Topic: [FINISHED] Wake Up Call
- Replies: 54
- Views: 30425
Re: [WIP] Wake up call
That was captivating. Very nice work.
- Fri Jul 20, 2012 10:06 am
- Forum: Support and Development
- Topic: unknown lag?
- Replies: 5
- Views: 2781
Re: unknown lag?
Haha oh man...Should I be embarrassed? or him?coffee wrote:Juno, why you are pointing to a thread that HE started? He already should it learned!
- Fri Jul 20, 2012 9:44 am
- Forum: Support and Development
- Topic: unknown lag?
- Replies: 5
- Views: 2781
Re: unknown lag?
Hmm I can't see anything unusual... I notice you are scaling the particle image to 0.2.. How large are they originally? Also, a small thing, but you might run into problems with that table.remove code within the for loop see: https://love2d.org/forums/viewtopic.php?f=4&t=9869&p=60401&hil...
- Fri Jul 20, 2012 9:18 am
- Forum: Support and Development
- Topic: Jump + Physics: Problems in collision
- Replies: 5
- Views: 2694
Re: Jump + Physics: Problems in collision
Hello guys, I'm creating a "creative" game like terraria (but, it will be a "farm" game hehe)... Ok, i'm trying to check when my character collides with the ground (after collides with the ground, the jumping variable must be set to false, when false, the character can jump agai...