Zilarrezko you are awesome. I have been spending the last few weeks learning about tile collision and such
and keep hearing (well seeing) people on here talking about checking for collision BEFORE moving the player,
and I never understood it. Now I do thanks to your code and post!
Thanks
Search found 26 matches
- Thu Sep 11, 2014 4:14 pm
- Forum: Support and Development
- Topic: Creating boundaries and collisions?
- Replies: 4
- Views: 3919
- Thu Sep 11, 2014 3:39 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 915
- Views: 777934
Re: Simple Tiled Implementation - STI v0.7.5
Ah, okay I see. I was looking at the map file that was exported from Tiled.
Thanks for the help!
Thanks for the help!
- Wed Sep 10, 2014 4:53 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 915
- Views: 777934
Re: Simple Tiled Implementation - STI v0.7.5
Hi, How would I go about accessing the tile information in order to draw different colored squares for each tile, with STI? On my own simple map I used this: for i,v in ipairs(map) do if v.kind == 1 then love.graphics.setColor(0,255,0) love.graphics.rectangle("line", v.x, v.y, v.width, v.h...
- Sat Jun 28, 2014 10:44 pm
- Forum: Games and Creations
- Topic: Metanet Hunter: REMIX (75% Off!)
- Replies: 27
- Views: 25622
Re: Metanet Hunter: REMIX (NOW IN BETA! WOO!)
I think you guys are doing something really great here. It has a retro style that feels retro. Most retro styled games just dont get the details right to feel like a truly retro game, they still feel like they should be played on a computer or phone. Art is only one aspect to make it look/feel retro...
- Mon Jun 16, 2014 5:16 pm
- Forum: General
- Topic: Need Top-Down Running Example
- Replies: 2
- Views: 2399
Re: Need Top-Down Running Example
I cant think of any 100% top-down games, where a person is animated. Most are at some sort of angle. Anyway, here is Back to the Future for the NES: http://www.youtube.com/watch?v=Ed_qGl34kV0 And here are the sprites for it: http://www.spriters-resource.com/resources/sheets/11/11454.png They are at ...
- Tue Jun 10, 2014 2:24 pm
- Forum: General
- Topic: LÖVE 0.9.X Tutorial Series!
- Replies: 8
- Views: 3823
Re: LÖVE 0.9.X Tutorial Series!
Awesome. Your first series helped me get a grasp of LÖVE, Lua, and what programming was all about!
- Fri Jun 06, 2014 4:42 pm
- Forum: Libraries and Tools
- Topic: [library] cron.lua - time management for LÖVE - v2.0 is out!
- Replies: 41
- Views: 24631
Re: [library] cron.lua - time management for LÖVE - v2.0 is
Are you wanting to pass dt through so it can be used by the function that is being triggered by the cron?
- Tue Jun 03, 2014 11:54 pm
- Forum: Games and Creations
- Topic: Rigel
- Replies: 23
- Views: 14344
Re: Rigel
Looks cool. The background/terrain graphics remind me of Earthworm Jim from the Sega Genesis
- Tue Jun 03, 2014 11:47 pm
- Forum: Support and Development
- Topic: If statement with 2 booleans?
- Replies: 6
- Views: 3845
Re: If statement with 2 booleans?
Thanks Daedalus for explaining that! I can see now where I was going wrong.
Never knew of that chart, but it will be every helpful.
Never knew of that chart, but it will be every helpful.
- Mon Jun 02, 2014 6:33 pm
- Forum: Support and Development
- Topic: If statement with 2 booleans?
- Replies: 6
- Views: 3845
Re: If statement with 2 booleans?
Thanks guys. The first two didnt work. That is actually what I tried before posting, and what had me frustrated. It would only stop the updating if both the booleans were true -- even if I put or inbetween them. The second one though, T-Bone, did work (with the and replaced with or of course). Any i...