Search found 67 matches
- Mon Mar 17, 2014 2:15 pm
- Forum: Support and Development
- Topic: Diagonal Movement
- Replies: 7
- Views: 7694
Re: Diagonal Movement
Note that if you do this, moving diagonally will always be faster. That is because if your character is moving straight right with a dx of 1, the speed equals 1. However if they are moving 45 degrees up from right (like moving diagonally), then the dx = 1, dy = 1 and the speed = sqrt(1^2 + 1^2), whi...
- Wed Mar 12, 2014 6:05 pm
- Forum: Support and Development
- Topic: tiled map with different images sizes
- Replies: 8
- Views: 3752
Re: tiled map with different images sizes
You can make bigger images by using several tiles and combining them. For instance, if you had a house, you could divide it up into quadrants and make each quad a tile. Look at some tilesets to see how this is done.
- Mon Mar 10, 2014 5:32 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine [0.4.3]
- Replies: 117
- Views: 122008
Re: Löve "Light vs. Shadow" Engine [0.2.2]
Found that the problem was with hump's translation. Probably not even a problem, just me misunderstanding. Anyways, this is a function that takes a hump camera and gets the reverse translation that the light engine needs. Works great for me. function getLightTranslation(c) local tx,ty = love.graphic...
- Mon Mar 10, 2014 3:14 am
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine [0.4.3]
- Replies: 117
- Views: 122008
Re: Löve "Light vs. Shadow" Engine [0.2.2]
What I found for this is that if I was going with my original 300,300 camera location, I'd have to do lightWorld.setTranslation(-100,0) to make everything line up. Divide by -3 makes sense, so I tried doing it with the camera location at 200,200). The working numbers then became: lightWorld.setTrans...
- Mon Mar 10, 2014 12:12 am
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine [0.4.3]
- Replies: 117
- Views: 122008
Re: Löve "Light vs. Shadow" Engine [0.2.2]
Finding issues when using this in conjunction with hump's camera. Any ways I can get this to work? require('light') local loader = require("libraries/AdvTiledLoader.Loader") Camera = require("libraries/hump.camera") function love.load() loader.path = "maps/" map = loade...
- Sun Mar 09, 2014 7:09 am
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine [0.4.3]
- Replies: 117
- Views: 122008
Re: Löve "Light vs. Shadow" Engine [0.2.1]
What I found is that the shapes don't go into total darkness when cast into shadow. If you move the mouse away, things will get darker, but not when they are in shadow.
https://love2d.org/imgmirrur/yXBlRk5.png
https://love2d.org/imgmirrur/yXBlRk5.png
- Fri Mar 07, 2014 8:22 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine [0.4.3]
- Replies: 117
- Views: 122008
Re: Löve "Light vs. Shadow" Engine [Project Page]
Looking into implementing this into the game I'm currently working on, and I have a couple questions. Forgive me if you've answered these on the other thread, feel free to redirect me there if the questions have been answered already there. Is it possible to have a segment be a game object? Would I ...