Search found 17 matches
- Sun May 18, 2014 8:23 pm
- Forum: Support and Development
- Topic: Animation logic using anim8
- Replies: 4
- Views: 4884
Re: Animation logic using anim8
Okay, this makes a lot of sense but I'm confused on one aspect. My attack animation has 7 frames. If I'm using a counter to determine when the animations finished, you suggest increasing the counter by dt every frame. Do I then just wait for the counter to be > 7? If I'm calling animation:update() i...
- Sat May 17, 2014 2:52 pm
- Forum: Support and Development
- Topic: Animation logic using anim8
- Replies: 4
- Views: 4884
Animation logic using anim8
I'm using anim8 to handle animations for a platformer. I'm finding myself at a roadblock with some animations and I'm not sure how to proceed. The way my animations are set up currently is in a table like so: player.animations['walk'] = anim8.newAnimation(grid('1-8',1), 0.1) player.animations['idle'...
- Tue Apr 29, 2014 5:10 am
- Forum: Support and Development
- Topic: Conways Game of Life in Love2d... sorta
- Replies: 0
- Views: 1472
Conways Game of Life in Love2d... sorta
I made conways game of life and as far as I can tell everything in the code looks right... until I run it. It doesn't behave like it should despite using conways rules. There's explosive growth, weird tunneling and other behaviors not seen in proper implementations of cgol. Anyone with a second wann...
- Mon Apr 28, 2014 4:08 am
- Forum: Support and Development
- Topic: Frame skipping issue when using dt
- Replies: 3
- Views: 2137
Frame skipping issue when using dt
I finished my Ludum Dare submission tonight and posted it without realizing there was a nasty bug in the code. https://www.dropbox.com/s/qh9gq8b4kc4n63h/ld29.love The code is pretty messy but the problem lies in charge.lua function charge:update(dt) self.x = self.x + self.xVel * self.direction * dt ...
- Mon Apr 21, 2014 11:58 pm
- Forum: Support and Development
- Topic: yet another collision question thread.
- Replies: 12
- Views: 6673
Re: yet another collision question thread.
Thanks for having a look :) A few followup questions. First, are you sure this is the case? The reason I'm asking is because when I collide with the ceiling just jumping straight up into it my yvel is set to 0 and I immediately fall. Second, if you're right and this is what's causing the problem doe...
- Mon Apr 21, 2014 1:44 am
- Forum: Support and Development
- Topic: yet another collision question thread.
- Replies: 12
- Views: 6673
Re: yet another collision question thread.
I imagine there must be a standard way to accomplish this. It's a fundamental part of every platformer so I'm sure I'm reinventing the wheel or tripping myself up in some way that other people have before. I also realize that there are libraries like hardon and bump.lua that could probably handle th...
- Sun Apr 20, 2014 8:24 pm
- Forum: Support and Development
- Topic: yet another collision question thread.
- Replies: 12
- Views: 6673
Re: yet another collision question thread.
I'm confused as to how that would work. If I only collide with the top left corner, how do I know which velocity to zero? I might be hitting it from below, but I might be hitting it from the left.
- Sun Apr 20, 2014 7:59 pm
- Forum: Support and Development
- Topic: yet another collision question thread.
- Replies: 12
- Views: 6673
Re: yet another collision question thread.
So is it insufficient to just kill the velocity on collision? I'm doing it differently now and I still have problems. I now have 8 separate collision points as in this picture: https://love2d.org/imgmirrur/2lFdwKK.png The problem is as illustrated on the right. If I hit a platform directly on the co...
- Sun Apr 20, 2014 2:38 pm
- Forum: Support and Development
- Topic: yet another collision question thread.
- Replies: 12
- Views: 6673
Re: yet another collision question thread.
I just watched it, but he doesn't actually go into any explanation on the collision detection. He just codes the whole thing without really explaining the logic.
- Sun Apr 20, 2014 2:12 am
- Forum: Support and Development
- Topic: yet another collision question thread.
- Replies: 12
- Views: 6673
Re: yet another collision question thread.
Wait, nevermind. I solved most of my collision problems, but I have a new one. The problem is that if I don't don't land far enough onto a block i'll fall through it.