Search found 14 matches
- Tue Oct 31, 2017 9:40 pm
- Forum: Support and Development
- Topic: Trouble generating string-based seeds
- Replies: 2
- Views: 3353
Trouble generating string-based seeds
Hello everyone, I've been experimenting with random generation, and seed-based stuff. I'm not really sure of the best way to do this, previously I just called love.math.setRandomSeed(seed) in love.load. What I want to do is let the user input a string that can be used for a string. Currently, I have...
- Sun Oct 08, 2017 7:49 am
- Forum: Support and Development
- Topic: Smooth Scrolling on a Gridlocked Game
- Replies: 7
- Views: 5587
Re: Smooth Scrolling on a Gridlocked Game
So here's the solution that I used. I declared my player like this: player = { x = 0, y = 0, speed = 8, move = function(xDif, yDif) player.moveQueue = {x = xDif, y = yDif} mapMoveStep = player.speed end } And also created some map variables: mapOffsetX = 0 mapOffsetY = 0 mapMoveStep = 0 In my love.u...
- Sat Oct 07, 2017 6:35 am
- Forum: Support and Development
- Topic: Smooth Scrolling on a Gridlocked Game
- Replies: 7
- Views: 5587
Re: Smooth Scrolling on a Gridlocked Game
Thanks so much, this is exactly what I meant :) About the tiles, I actually have changed how they work now, it was a mistake that I didn't pick up on for a while (partly due to the fact that movement wasn't smooth, so I couldn't tell what direction they were moving in :P) I'll have a look through al...
- Fri Oct 06, 2017 7:34 pm
- Forum: Support and Development
- Topic: Smooth Scrolling on a Gridlocked Game
- Replies: 7
- Views: 5587
Re: Smooth Scrolling on a Gridlocked Game
have you read this tutorial on the wiki that covers the same topic: https://love2d.org/wiki/Tutorial:Efficient_Tile-based_Scrolling I did read that, but it covers how to use a spritebatch to do scrolling that doesn't move a tile at a time. I'm looking for an effect similar to that of the old pokemo...
- Thu Oct 05, 2017 6:24 am
- Forum: Support and Development
- Topic: Smooth Scrolling on a Gridlocked Game
- Replies: 7
- Views: 5587
Smooth Scrolling on a Gridlocked Game
Hi, Currently I have a player who can move across a map like this: function love.keypressed(key) if key == "up" then yPos = yPos + 1 end if key == "left" then xPos = xPos + 1 end if key == "down" then yPos = yPos - 1 end if key == "right" then xPos = xPos - 1 ...
- Sun Aug 06, 2017 5:40 pm
- Forum: Support and Development
- Topic: Exchanging one color for a different one
- Replies: 5
- Views: 4245
Re: Exchanging one color for a different one
Thanks for the response! Yeah, I did consider this but wondered if there would be any built in way (I know you can do this with PICO-8 so I wondered if it was here too) I wrote this function to avoid having to write the mapping everytime: function loadImage(path) blackLayer = love.image.newImageData...
- Sun Aug 06, 2017 4:27 pm
- Forum: Support and Development
- Topic: Exchanging one color for a different one
- Replies: 5
- Views: 4245
Exchanging one color for a different one
Basically what I want to do is have my images drawn in monochrome (say just black and white) and then change the two colors to custom values. Currently the closest I can get is color1 = {252, 217, 63} color2 = {2, 35, 132} love.graphics.setColor(color1) However this only works for one color, and onl...
- Mon May 01, 2017 8:29 am
- Forum: Support and Development
- Topic: Simple cellular automata doesn't seem right
- Replies: 1
- Views: 2400
Simple cellular automata doesn't seem right
Hello, I was experimenting with cellular automata and read some stuff here , here , and a bunch of other sites. Currently, my createMap() function looks like this: function createMap(width, height, iterations) -- empty table map = {} for h = 1, height do -- create another empty table inside each tab...
- Tue Nov 01, 2016 8:22 pm
- Forum: Support and Development
- Topic: How to write a custom tilemap implementation
- Replies: 1
- Views: 1664
How to write a custom tilemap implementation
Hi, I was wondering how I would create a Tiled implementation, like STI but I'd like to write it myself because I like to know exactly how everything works. How should I do this?
thanks in advance, noah
thanks in advance, noah
- Sun Sep 04, 2016 8:47 am
- Forum: Support and Development
- Topic: how to scale up a whole window
- Replies: 2
- Views: 5139
how to scale up a whole window
Hi, I've been working on a game with a pixelated style (cliche much?) And at the moment the game window is 150 by 100 px. Is there a way to scale up the whole window at once to, say, 600 by 400? I've seen the scale factor properties in drawings but how would I scale it up altogether, if possible? Th...