Search found 712 matches
- Tue Dec 27, 2016 11:41 am
- Forum: Games and Creations
- Topic: Need Critique on Tutorial Series on Making Arkanoid-type Game.
- Replies: 68
- Views: 30294
Re: Need Critique on Tutorial Series on Making Arkanoid-type Game.
Hi, I tried the newest version in your old thread and it works with Löve 0.10.1, but the ball gets ridiculously fast very quickly. I can reproduce this if I try to hit the ball against the wall at a very low angle (i.e. almost aligned with the wall) which I always try because I want to get the ball ...
- Thu Oct 20, 2016 9:15 pm
- Forum: Games and Creations
- Topic: One more arkanoid clone
- Replies: 5
- Views: 4065
Re: One more arkanoid clone
Hey, cool, I've always liked arcanoid (especially the ones with cool power-ups)! To 1): If you really want to stick to HardonCollider, can you maybe make multiple updates per frame? I hear physics-engines sometimes do that. If not, programming your own physics for a game like this should be simple e...
- Fri Oct 14, 2016 6:56 am
- Forum: Games and Creations
- Topic: Jumpy Rat
- Replies: 9
- Views: 5593
Re: Jumpy Rat
Thansk for the .love file! I'm not a flappy-bird-expert (I don't think I ever played the original, only clones), but this game seems very difficult to me. I feel like I should be able to control the jump-height at least a little by clicking longer (and once I release, the rat jumps), because the way...
- Thu Oct 13, 2016 3:03 pm
- Forum: Games and Creations
- Topic: Jumpy Rat
- Replies: 9
- Views: 5593
Re: Jumpy Rat
Hey, welcome to the forums!
I'm guessing flappy-bird-like-gameplay only needs a single button, right? Then this should be very easy to port to the PC? I think you'll get much more attention (and downloads) if you post a .love file here - it's what most people on these forums will download...
I'm guessing flappy-bird-like-gameplay only needs a single button, right? Then this should be very easy to port to the PC? I think you'll get much more attention (and downloads) if you post a .love file here - it's what most people on these forums will download...
- Thu Sep 29, 2016 8:43 pm
- Forum: Games and Creations
- Topic: Demonizer - succubus shmup
- Replies: 24
- Views: 49416
Re: Demonizer - succubus shmup
Hi, It's not my type of game (and to be honest, I don't quite understand the theme - why am I shooting these people and then collecting their corpses? Maybe it's the placeholder art that throws me off), but it's very well executed. The gameplay feels "good". I find it a little difficult to...
- Thu Sep 29, 2016 7:31 pm
- Forum: Games and Creations
- Topic: Tutorial: Quick and easy C++ native code in iOS with FFI
- Replies: 4
- Views: 5224
Re: Tutorial: Quick and easy C++ native code in iOS with FFI
i think this could go in the wiki or in a blog post? http://blogs.love2d.org/
- Mon Sep 19, 2016 9:33 am
- Forum: General
- Topic: What are the game made in Love2d that can be played online3
- Replies: 9
- Views: 9413
Re: What are the game made in Love2d that can be played online3
So you want a list of games which have an online multiplayer mode? There aren't that many which I know of (as mentioned in the other post, multiplayer is much, much more difficult to pull off than single player). I've tried it a few times, and GridCars is the result of one of these tries. TrAInsport...
- Mon Sep 19, 2016 9:28 am
- Forum: General
- Topic: Creating Multiplayer Board Game
- Replies: 2
- Views: 2680
Re: Creating Multiplayer Board Game
Is it possible to make multiplayer board game in Love2d where you can store data from players like score and how many time sthey played? Yes. Do I need to keep in mind that it is multiplayer before I make the game or I can just prototype now? Yes, you definitely need to keep in mind that it is mult...
- Mon Sep 12, 2016 1:34 pm
- Forum: Games and Creations
- Topic: Obey
- Replies: 4
- Views: 4580
Re: Obey
Yes, this is much better!
Edit: Highscore is still a mere 13, though.
Edit: Highscore is still a mere 13, though.
- Fri Sep 09, 2016 10:16 am
- Forum: Support and Development
- Topic: Pathfinding
- Replies: 4
- Views: 3117
Re: Pathfinding
Well, if you really don't want to path-find over the entire map, then I see two options: For each pair of chunks, pre-compute the points at which the units can cross from one chunk into the other, and save these points (For example, chunk A and chunk B could have a list of points A_B). When you want...