Search found 4 matches
- Fri Oct 16, 2015 5:39 pm
- Forum: Support and Development
- Topic: [SOLVED] bullet collision killing all aliens instead of one
- Replies: 6
- Views: 2184
Re: bullet collision killing all aliens instead of one
I think you forgot a condition in your collision detection, don't you need something like `and b.y > e.y`? i didn't see that really do anything different then the script it was before I added your suggestion, but thanks for trying to help anyway. I solved my problem when I realized I was using some...
- Fri Oct 16, 2015 5:08 am
- Forum: Support and Development
- Topic: [SOLVED] bullet collision killing all aliens instead of one
- Replies: 6
- Views: 2184
[SOLVED] bullet collision killing all aliens instead of one
when my bullet hits one alien it will automatically kill all aliens to the right of the and above it (starting with the aliens to the right, ending with the actual alien hit).
if you need more info, ask.
if you need more info, ask.
- Sat Aug 22, 2015 12:48 am
- Forum: Support and Development
- Topic: attempt to index field 'tileData'
- Replies: 3
- Views: 2177
Re: "No code to run" (boot.lua:378) error?
As the message suggests, it is indeed not at the top level of the zip, but rather in a directory called 'cap'. From the zip contents it seems you're using OSX, so instead of zipping the folders, select the contents and zip those instead. Ok, thanks! That was really confusing... (Is there a way to c...
- Fri Aug 21, 2015 9:15 pm
- Forum: Support and Development
- Topic: attempt to index field 'tileData'
- Replies: 3
- Views: 2177
attempt to index field 'tileData'
I have repurposed this thread from one dumb question that got answered to another problem of mine just to save space. Ok, so attached is my basic platformer WIP (you can always click this to see a github page for the main.lua, where the problem is), which I am creating with this tutorial (which isn'...