Search found 10 matches
- Wed Sep 10, 2014 5:44 pm
- Forum: Support and Development
- Topic: Creating boundaries and collisions?
- Replies: 4
- Views: 3935
Creating boundaries and collisions?
Alright so I am trying to make a top down zelda/pokemon-esque game using tiles. Now I need to prevent my character from walking out of the map, as well as I am attempting to prevent him from passing through props like trees, chests, structures, etc. Can somebody please explain the simplest way to do...
- Wed Sep 10, 2014 5:09 pm
- Forum: Support and Development
- Topic: How to use bump.lua
- Replies: 50
- Views: 33763
Re: How to use bump.lua
Well the information is nice, but what I'm trying to do doesn't seem to fit in what you are describing. For example, I am making a zelda/pokemon-esque game and I need to set up colliders around the edge of the map so that my character cannot move out of the boundaries of the map, along with not bein...
- Mon Sep 08, 2014 4:31 pm
- Forum: Support and Development
- Topic: How to use bump.lua
- Replies: 50
- Views: 33763
How to use bump.lua
I have been reading guides and documentation, and frankly it makes no sense how to use bump.lua. I know how to declare two objects with colliders, but I don't really understand how they detect collision. I am making a top down (zelda styled) rpg, and I want the character to stop moving when they col...
- Sun Sep 07, 2014 1:22 am
- Forum: Support and Development
- Topic: Creating a quad loop (somethings wrong?)
- Replies: 7
- Views: 4583
Re: Creating a quad loop (somethings wrong?)
Well that worked! Thanks so much!
- Sun Sep 07, 2014 12:38 am
- Forum: Support and Development
- Topic: Creating a quad loop (somethings wrong?)
- Replies: 7
- Views: 4583
Re: Creating a quad loop (somethings wrong?)
I guess it would help to post the rest of the for loop: function love.draw() for rowIndex=1,row in ipairs(TileTable) do --- Determines Row (For loop moves down the rows) for columnIndex=1,number in ipairs(row) do --- Runs through columns based on every row local x,y = columnIndex-1)*TileW, (rowIndex...
- Sun Sep 07, 2014 12:37 am
- Forum: Support and Development
- Topic: Creating a quad loop (somethings wrong?)
- Replies: 7
- Views: 4583
Re: Creating a quad loop (somethings wrong?)
for rowIndex=1,row in ipairs(TileTable) do
- Sun Sep 07, 2014 12:00 am
- Forum: Support and Development
- Topic: Creating a quad loop (somethings wrong?)
- Replies: 7
- Views: 4583
Re: Creating a quad loop (somethings wrong?)
Oh I apologize I do get an error. It is:
Code: Select all
Syntax error: main.lua:71: 'do' expected near 'in'
Traceback
[C]: at 0xb74fc610
[C]: in function 'require'
[C]: in function 'xpcall'
- Sat Sep 06, 2014 11:20 pm
- Forum: Support and Development
- Topic: Creating a quad loop (somethings wrong?)
- Replies: 7
- Views: 4583
Creating a quad loop (somethings wrong?)
Alright I'm at my wits end. I'm attempting to use ipairs in a for loop to help simplify my quad declarations, but something is wrong. I'm actually following a guide, and at first I attempted to write the code myself, but after several hours of errors, I tried copying and pasting the code, and for so...
- Fri Sep 05, 2014 5:45 pm
- Forum: Support and Development
- Topic: Character creation
- Replies: 3
- Views: 3147
Character creation
Alright, so I am completely new to Love2D and I'm fresh off the boat from programs like gamemaker, unity3d, and udk. Most of those have prebuilt character controllers (minus GameMaker), therefore I have no idea how to start developing a character. I have a Legend of Zelda style tiled background set ...
- Thu Sep 04, 2014 7:45 pm
- Forum: Support and Development
- Topic: How to make Quads
- Replies: 2
- Views: 3104
How to make Quads
Alright, well I am currently following https://github.com/kikito/love-tile-tutorial/wiki/1a-quads-and-images <----- this guide. I am attempting to make a tile based game, but I am having trouble getting the quads to work. My code is as follows: function love.load() Tileset = love.graphics.newImage('...