Search found 48 matches
- Sat Feb 08, 2020 3:13 am
- Forum: Support and Development
- Topic: Help with multiple "enemies" [Solved]
- Replies: 4
- Views: 4825
Re: Help with multiple "enemies"
How that will look depends a great deal on how you implement those enemies, and on how far you want to go with "deleting" them. If you just want to remove them from play (but keep them in memory), a simple boolean variable that the game looks for when rendering and doing collision detectio...
- Sat Feb 08, 2020 2:21 am
- Forum: Support and Development
- Topic: Weird scaling issues with canvases on Android?
- Replies: 2
- Views: 2804
Re: Weird scaling issues with canvases on Android?
I actually solved this on my own! Canvases now auto-scale themselves to the DPI scale, which is problematic if your game's code is explicitly designed to bypass that! All I had to do was plug in an additional {dpiscale=1} command into each newCanvas instruction and the problem went away.
- Fri Feb 07, 2020 4:33 am
- Forum: Support and Development
- Topic: Weird scaling issues with canvases on Android?
- Replies: 2
- Views: 2804
Weird scaling issues with canvases on Android?
I don't know if anyone else has run into this, but I recently put LOVE on my Kindle so I could work on my game from any of my systems, and canvases are not drawing correctly. Anything drawn to them gets heavily distorted, stretched, and even placed in the wrong spot on the canvas. Is there a specifi...
- Mon Feb 03, 2020 1:40 am
- Forum: Support and Development
- Topic: Seeking advice on collision detection for a tile-based game
- Replies: 4
- Views: 3359
Re: Seeking advice on collision detection for a tile-based game
Just an update for anyone interested: the final collision check code I came up with is around 150 lines of code, can handle most unusual blockmap shapes gracefully, and it has proper "edge slip" support (ie. if you're pushing in a blocked direction that's not blocked a short distance away ...
- Sat Feb 01, 2020 7:13 pm
- Forum: Support and Development
- Topic: Seeking advice on collision detection for a tile-based game
- Replies: 4
- Views: 3359
Re: Seeking advice on collision detection for a tile-based game
I actually mathematically worked out how the old PS1 games did it! It's pretty efficient, all right. You only have to check the pixels the object's going into on the blockmap layer, and trim or halt the movement accordingly. Just like those old PS1 games, I'm only checking the red channel for a spec...
- Sat Feb 01, 2020 3:59 pm
- Forum: Support and Development
- Topic: Seeking advice on collision detection for a tile-based game
- Replies: 4
- Views: 3359
Seeking advice on collision detection for a tile-based game
First off, I am back; I decided I hadn't given this engine a fair shake, and I was right. My issue last time was entirely on me and my poor code methodology at the time, not the engine. Sorry, LOVE, all is forgiven! Second, I'm currently designing a game that's in dire need of good collision detecti...
- Sat Aug 31, 2019 3:30 pm
- Forum: Support and Development
- Topic: Highly-nested table is causing weird errors...
- Replies: 11
- Views: 7383
Re: Highly-nested table is causing weird errors...
I really do appreciate the attempts to help. It's heartening that this community is so supportive. Alas, my mind is made up. This old dog tried to learn a new trick, and discovered he liked his old tricks better. Keep on supporting the younger developers who need help, and thanks again for your effo...
- Sat Aug 31, 2019 2:54 pm
- Forum: Support and Development
- Topic: Highly-nested table is causing weird errors...
- Replies: 11
- Views: 7383
Re: Highly-nested table is causing weird errors...
I'm not really here to argue about this. I gave LOVE a fair shake, and it can't do what I need it to do easily, so I'm moving on to a different language. I really enjoyed my time with it, though. It's worlds ahead of GameMaker Studio, but it's still too limited for me. I guess I'm still an old-schoo...
- Sat Aug 31, 2019 2:10 pm
- Forum: Support and Development
- Topic: Highly-nested table is causing weird errors...
- Replies: 11
- Views: 7383
Re: Highly-nested table is causing weird errors...
It turns out it's due to a fundamental flaw in Lua's logic. Lua does not allow tables to be referenced more than 2 layers deep for whatever reason unless you use metatables. I think I'm going to have to move over to C#. Lua is just too limited for my needs. It's a shame because LOVE Is a fantastic e...
- Sat Aug 31, 2019 1:32 am
- Forum: Support and Development
- Topic: Highly-nested table is causing weird errors...
- Replies: 11
- Views: 7383
Highly-nested table is causing weird errors...
So I have no idea if this is even something that can be dealt with... I have a table which is 4 levels deep. Any time I try to make a reference to a specific table index past 2 levels (ie. [3][1][1][1]), LOVE is throwing up a nil index error on the line of code before the code that is trying to acce...