Search found 105 matches

by marclurr
Fri Dec 01, 2023 2:46 pm
Forum: General
Topic: Collision not being registered
Replies: 10
Views: 28940

Re: Collision not being registered

I think the problem is the call to setPosition. This seems to cause some weirdness in the Box2D internals. I'm not sure exactly why it sometimes works and other times doesn't but I suspect it's not meant to be used to move things into a colliding state. I remove the setPosition and setAngle calls fr...
by marclurr
Fri Dec 01, 2023 10:21 am
Forum: General
Topic: Collision not being registered
Replies: 10
Views: 28940

Re: Collision not being registered

I've had a mess around with Windfield and while I managed get a similar behaviour as you describe, I believe it was result of using the API incorrectly. It would be best if you could share your .love file so we can properly see how your code works altogether.
by marclurr
Sun Oct 22, 2023 4:52 pm
Forum: General
Topic: Code Doodles!
Replies: 197
Views: 272042

Re: Code Doodles!

While I was on holiday last week I had a few ideas for games that would need circle vs arbitrarily rotated rectangle collision resolution. I came up with a solution that I was itching to have a go at implementing. It works nicely, and I thought it was a clever and novel idea until I looked around on...
by marclurr
Fri Sep 22, 2023 8:09 am
Forum: Support and Development
Topic: how to turn a game into an apk
Replies: 4
Views: 3564

Re: how to turn a game into an apk

That looks like some Java or Gradle version mismatching to me. Double check the versions of the tools you have are all compatible with each other. Edit: You could try deleting the Gradle cache (directory under .gradle) and rerunning it. If you've had a few different versions of the tools running at ...
by marclurr
Fri Sep 22, 2023 8:00 am
Forum: Support and Development
Topic: Confused on how to access the data field of STI tiled file
Replies: 1
Views: 997

Re: Confused on how to access the data field of STI tiled file

I've not used STI before but had a quick gander at the source code and it's building a fairly complex representation of the map under the hood. You're right that layer.data is a 2D array, but the value stored there is a table with a load of metadata about the tile there. From what I can gather the f...
by marclurr
Wed Sep 20, 2023 12:29 pm
Forum: Games and Creations
Topic: Alchemist, a "traditional" roguelike
Replies: 12
Views: 22755

Re: Alchemist, a "traditional" roguelike

A bit late to the party but this is an impressive achievement. I'd be interested to hear your thoughts on maintaining such a large project in Lua.
by marclurr
Fri Sep 15, 2023 7:23 pm
Forum: General
Topic: Mobile phone display resolution
Replies: 5
Views: 6570

Re: Mobile phone display resolution

Can't quite see the top line, think it says 411.
Screenshot_20230915-202124.png
Screenshot_20230915-202124.png (46.58 KiB) Viewed 6540 times
by marclurr
Wed Sep 13, 2023 7:47 pm
Forum: Support and Development
Topic: [Solved] Detect love.js
Replies: 2
Views: 960

Re: Detect love.js

slime wrote: Wed Sep 13, 2023 4:47 pm love.system.getOS will return "Web", I think.
Yep you're exactly right. Thanks for that :)
by marclurr
Wed Sep 13, 2023 12:33 pm
Forum: Support and Development
Topic: [Solved] Detect love.js
Replies: 2
Views: 960

[Solved] Detect love.js

Does love.js provide some like an environment variable that says "this is running in love.js"? When building a C/C++ project with emsdk there is a define called __EMSCRIPTEN__, which is useful for when you need to do something slightly different in the web build. I'm wondering if there's s...
by marclurr
Sun Sep 10, 2023 11:41 am
Forum: Support and Development
Topic: problem with the camera, player not being able to look at the mouse
Replies: 1
Views: 477

Re: problem with the camera, player not being able to look at the mouse

The main problem is you weren't taking the player position and camera translation into account. The below in the draw method your player class draws the player facing left or right and a small square from the centre of the player in the direction of the mouse. local mx = (love.mouse.getX() + self.x ...