Search found 91 matches

by Refpeuk
Tue Mar 27, 2012 11:44 pm
Forum: General
Topic: Any musicians on here?
Replies: 19
Views: 2903

Re: Any musicians on here?

I just started writing some stuff, let me know if you like it!

http://joshuakuepfer.bandcamp.com/
by Refpeuk
Tue Mar 27, 2012 10:40 pm
Forum: Support and Development
Topic: Hardoncollider with tilemap
Replies: 23
Views: 2937

Re: Hardoncollider with tilemap

I was using it for my platformer, but found the same problems for sloped ground. I'll probably have some non-vertical/non-horizontal collision objects in this game, but since it's top down and I'll stick to fairly low-fi graphics I was planning to have the only slopes be 45 degrees. Then I could add...
by Refpeuk
Tue Mar 27, 2012 3:45 pm
Forum: Support and Development
Topic: Hardoncollider with tilemap
Replies: 23
Views: 2937

Re: Hardoncollider with tilemap

OK, thanks. I'll take a look at what you did. Since you've actually looked at my code do you have any helpful pointers about my methods/style? I don't know if this will work in the long term, but to fix it I just only ever solve the collisions by half the mtv each frame. The maximum the player can c...
by Refpeuk
Tue Mar 27, 2012 3:31 am
Forum: Support and Development
Topic: Hardoncollider with tilemap
Replies: 23
Views: 2937

Re: Hardoncollider with tilemap

Thanks, the double-solving must be the problem, but how would I solve it? Also, why does my editing not work? It makes the bouncing worse and doesn't clear collision objects properly . . . All my tile shapes are already set as passive, which boosted me from 3-6 fps up to 60. As for the position sync...
by Refpeuk
Tue Mar 27, 2012 12:31 am
Forum: Support and Development
Topic: Hardoncollider with tilemap
Replies: 23
Views: 2937

Re: Hardoncollider with tilemap

Actually, that's not it. That was an issue earlier, but I fixed it. Right now here's the relevant code from my love.update(): Keyboard:use(dt) --includes character:move for keyboard controlled character collider:update(dt) cameraupdate(dt) Thanks for the reply. EDIT: Here's one that you can change t...
by Refpeuk
Tue Mar 27, 2012 12:06 am
Forum: Support and Development
Topic: Hardoncollider with tilemap
Replies: 23
Views: 2937

Re: Hardoncollider with tilemap

Sorry, posted too soon. Just wondering why now when pressing against an edge my character jitters.
by Refpeuk
Mon Mar 26, 2012 11:43 pm
Forum: Support and Development
Topic: Hardoncollider with tilemap
Replies: 23
Views: 2937

Re: Hardoncollider with tilemap

Thanks so much, it works!
by Refpeuk
Mon Mar 26, 2012 9:36 pm
Forum: Support and Development
Topic: Hardoncollider with tilemap
Replies: 23
Views: 2937

Re: Hardoncollider with tilemap

OK, attached a .love.

There are some things there that are only placeholder, or not used yet. You can probably easily tell which parts are mean to be fairly permanent and which are just temporary solutions. Please let me know how my coding style is, I'm still a beginner.

Thanks!
by Refpeuk
Mon Mar 26, 2012 7:48 pm
Forum: Support and Development
Topic: Hardoncollider with tilemap
Replies: 23
Views: 2937

Re: Hardoncollider with tilemap

OK, I added it to my code so it now looks like this: for x = 1, shipmap.width do for y = 1, shipmap.height do if shipmap[x][y].type ~= 0 then shipmap[x][y].col = collider:addRectangle(x*img.tileset1.tilesize, y*img.tileset1.tilesize, img.tileset1.tilesize, img.tileset1.tilesize) HC:setPassive(shipma...
by Refpeuk
Mon Mar 26, 2012 7:14 pm
Forum: Support and Development
Topic: Hardoncollider with tilemap
Replies: 23
Views: 2937

Hardoncollider with tilemap

Hey guys, I'm working on a project that uses a tilemap, and right now my code creates a rectangle for each tile for the player to collide with. I keep them each small enough that they don't collide with each other to improve framerate, but close enough that the player still cannot pass through them....