Search found 87 matches

by Skeletonxf
Mon Apr 02, 2018 3:48 pm
Forum: Support and Development
Topic: Do android device users need to install love2d in their phone before playing a game made with love2d ?
Replies: 2
Views: 2620

Re: Do android device users need to install love2d in their phone before playing a game made with love2d ?

The apk you can create can be installed directly onto a device or put onto an app store like Google's or FDroid. For testing purposes its probably easier to use the .love files and use the LÖVE for Android (Beta) app https://play.google.com/store/apps/deta ... 2d.android.
by Skeletonxf
Wed Mar 28, 2018 4:55 pm
Forum: Support and Development
Topic: Why is my box2d body lopsided?
Replies: 7
Views: 5229

Re: Why is my box2d body lopsided?

That may be my lack of understanding of how best to use box2d
by Skeletonxf
Wed Mar 28, 2018 12:31 pm
Forum: Support and Development
Topic: Why is my box2d body lopsided?
Replies: 7
Views: 5229

Re: Why is my box2d body lopsided?

Thanks for the help I've 'solved' it by turning off collisions between the weapons and the main body by changing the world:addJoint('WeldJoint', shipWeapon1, shipBody, x, y, true) world:addJoint('WeldJoint', shipWeapon2, shipBody, x, y, true) lines to world:addJoint('WeldJoint', shipWeapon1, shipBod...
by Skeletonxf
Tue Mar 27, 2018 10:15 pm
Forum: Support and Development
Topic: Why is my box2d body lopsided?
Replies: 7
Views: 5229

Why is my box2d body lopsided?

I'm using a number of libraries which may complicate the issue a bit, but essentially I've noticed that applying thrust in the direction of my Body results in it turning anticlockwise. Even if I disable gravity this occurs, and although it happens less at low gravity and at high angular damping, it ...
by Skeletonxf
Sun Aug 06, 2017 8:54 pm
Forum: Support and Development
Topic: Collision by color
Replies: 7
Views: 7881

Re: Collision by color

If you want to get collisions from premade image files rather than whatever is on the screen you can make the images, then load them and then query over the entire image using https://love2d.org/wiki/ImageData:getPixel in two for loops going through the x and y to decode them into a 1 pixel sized gr...
by Skeletonxf
Mon Jul 31, 2017 2:57 pm
Forum: Support and Development
Topic: Making fixed time steps not jerky
Replies: 2
Views: 3390

Re: Making fixed time steps not jerky

I had indeed read that article and I was still stuck. As I'm using the physics engine I'm very cautious to decrease the time step as fps is already starting to be a concern to me. Eventually I decided that I don't really need to slow down the game via the time step, I just need to slow down enemies ...
by Skeletonxf
Sat Jul 29, 2017 2:30 pm
Forum: Support and Development
Topic: New here but probably a stupid question
Replies: 7
Views: 6103

Re: New here but probably a stupid question

that code is equivalent to

Code: Select all

player = {
  x = 0, 
  y = 0, 
  speed = 100
}
assuming you mean to be using

Code: Select all

player
as you haven't defined a table called

Code: Select all

Player
Edit: Managed to merge the two correct table construction syntaxes into one incorrect version as has now been pointed out
by Skeletonxf
Sat Jul 29, 2017 2:26 pm
Forum: Support and Development
Topic: Making fixed time steps not jerky
Replies: 2
Views: 3390

Making fixed time steps not jerky

My game has very significant bullet time style slow downs and uses love.physics for the physics engine. Initially I opted for a variable time step to let me have easy delta time changes but this caused far too many problems with the physics engine behaving differently so I opted for a fixed time ste...
by Skeletonxf
Wed Jun 14, 2017 10:09 am
Forum: Support and Development
Topic: Unable to compare two tables using metatables.
Replies: 5
Views: 5797

Re: Unable to compare two tables using metatables.

For your particular scenario you can actually go even further with memoization

https://www.lua.org/pil/17.1.html

If you have a color factory that remembers the previous color/tables and returns them when asked for the same ones then you can compare colors using == with no meta tables.
by Skeletonxf
Thu Jun 08, 2017 12:57 pm
Forum: Support and Development
Topic: Smart AI under gravity
Replies: 4
Views: 4073

Re: Smart AI under gravity

I'm not quite sure I follow sherpal. The enemies in the game control the force they apply to themselves each frame - speed has no explicit limits as such, the only restraint to stop insane speeds is some linear damping applied each frame. The gravity is indeed a constant. I'm not sure what you mean ...