Search found 613 matches
- Mon Feb 19, 2024 12:02 pm
- Forum: Support and Development
- Topic: Trying to figure out collision with tiles in platformer game
- Replies: 11
- Views: 2214
Re: Trying to figure out collision with tiles in platformer game
That is not a tile format. You are NOT doing tiles. Tiles use a grid, you are defining positions on the other hand. Free positioning needs a physics lib. This is a tile map: Map={ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,}, {0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0...
- Mon Feb 19, 2024 10:55 am
- Forum: General
- Topic: I can't get rid of the blurred text
- Replies: 9
- Views: 1387
Re: I can't get rid of the blurred text
Your code, show it.
- Mon Feb 19, 2024 10:47 am
- Forum: Support and Development
- Topic: Tips & advice for making a small beginner project?
- Replies: 6
- Views: 708
Re: Tips & advice for making a small beginner project?
Your first post here was years ago.
How come you still see yourself as a beginner?
How come you still see yourself as a beginner?
- Mon Feb 19, 2024 1:37 am
- Forum: Support and Development
- Topic: Trying to figure out collision with tiles in platformer game
- Replies: 11
- Views: 2214
Re: Trying to figure out collision with tiles in platformer game
If you simply use tiles that is super easy: if tiles[math.floor(x/tilesize)][math.floor(y/tilesize)] then print("collision") Problematic is you either need to init all possible x positions in _tiles_ or put a meta table in it so you wont get a nil access error at the map edges. Also the me...
- Wed Jan 31, 2024 12:25 pm
- Forum: General
- Topic: Zerobrane. and love
- Replies: 4
- Views: 1112
Re: Zerobrane. and love
So i'm an inspiring game dev
My boy this is concerning.i am basically code and pc illiterate
I think the best way for you is: Go into the folder, mark everything, zip it.
Then you do a right click on the zip and select open with > löve.
- Wed Jan 31, 2024 12:20 pm
- Forum: General
- Topic: TTS support
- Replies: 1
- Views: 830
Re: TTS support
If that is just for a test you can simply throw the text into any terminal playback. Basically if we are on löve we replace the playback function with something like function playback(text) io.popen("espeak ".. text) end keypresses of course only work when there is a window. If that bugs y...
- Mon Jan 29, 2024 9:40 pm
- Forum: General
- Topic: game not register 'space' while held lshift+w
- Replies: 6
- Views: 1497
Re: game not register 'space' while held lshift+w
I am bread, i need salt. German humor, there where wars over it. In anycase this is called key rollover and you keyboard has a 2 key limit meaning they only guarantee up to 2 keys working. Some 3 ones may work, but not all. Usually modern keyboards have a 3 key guarantee. Good ones have no limit. Th...
- Mon Jan 29, 2024 3:27 pm
- Forum: General
- Topic: game not register 'space' while held lshift+w
- Replies: 6
- Views: 1497
Re: game not register 'space' while held lshift+w
Your keyboard has a limit on how much keys it can use at once.
This is a hardware thing, just buy a better computer.
This is a hardware thing, just buy a better computer.
- Tue Jan 16, 2024 8:23 am
- Forum: Support and Development
- Topic: love.thread stopping when .newImageData is called?
- Replies: 7
- Views: 16536
Re: love.thread stopping when .newImageData is called?
Thing aint even a 10 liner, how do you want to simplify it?
- Tue Jan 16, 2024 5:32 am
- Forum: Support and Development
- Topic: love.thread stopping when .newImageData is called?
- Replies: 7
- Views: 16536
Re: love.thread stopping when .newImageData is called?
Doing all at once defeats the purpose of doing an asynchronious thread load.