Search found 993 matches
Amazing! I've wanted this feature for years! :awesome: Seriously, ribbons are a powerful basic tool for adding visual flair, much like particle effects. Blizzard has used them in every game of theirs since 'Warcraft 3'. If I could request any feature to be added to this, it would be the ability to a...
Hello again. It's nice to see how this project has matured. I never imagined that my dinky little Fizz would end up so polished. :) Did you use a tutorial to implement quadtree partitioning in Lua (and if so, could you please link me to it)? Or, if you made it yourself, would you please explain how ...
- Sun Jan 11, 2015 7:24 am
- Forum: Libraries and Tools
- Topic: Tilem beta demo - inexplicably amusing
- Replies: 0
- Views: 950
What is this? This is an early beta for a tile-map-with-physics library. It still has several bugs and does not reflect on the final product. However, I just spent over fifteen minutes watching it and laughing, so I figured it was worth showing off. Please note that I'm working on it at 1920x1080 -...
That's why this is the prototype. I have a lot of experimental stuff (highways being at the top of that list) going on here which I want to firmly nail down before attempting to put graphics to it. I also need to see if the multiple-choice gameplay format is viable.
This is the latest thing I've been working on. It runs in pure Lua, not Love2D (porting it and adding graphics is a future goal). So let go of your mouse and prepare to play a randomly-generated post-apocalyptic multiple-choice survival Rogue-like inspired by 'The Road'. Each game is different - you...
- Sun Apr 21, 2013 1:13 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1709
- Views: 629144
Tactics game with multiplayer (a first for me!). Made because I'm sick of all the flaws in other tactics games. Features no grids, no vestigial RPG elements, a flexible action system, and simple stealth mechanics. Now with color-able mechas: https://dl.dropboxusercontent.com/u/3713769/temp/test2.png
- Thu Apr 18, 2013 8:36 am
- Forum: Libraries and Tools
- Topic: TLbind 1.3 - professional controls made easy (now w/ mouse!)
- Replies: 36
- Views: 16994
I've updated TLbind to 1.3, which replaces the old deadzone behavior with super-smooth scaled radial deadzones. This removes the "axis lock" problem, as well as the "0 to deadzone" jump. Since this also normalizes the input, binds.deadzoneAxes has replaced binds.circleAnalogue. So this problem: the ...
- Fri Mar 29, 2013 9:51 am
- Forum: Support and Development
- Topic: Enemies for a platforming-combat game?
- Replies: 3
- Views: 1356
The Fizz demo provides an example of platforms, a player-controlled physics object, and other physics objects, all of which collide. Be aware that it's not good at stacking higher than two boxes (I could never figure out the math for it). It also doesn't have fancy optimizations like AABB, so it won...
Your problem is that you keep referring to "enemy", which is one specific enemy in the table. When you iterate, you should be looking only at "v", which means "the thing I'm iterating on right now".