Search found 14 matches
- Tue Aug 09, 2016 7:39 pm
- Forum: Support and Development
- Topic: Tilemap as a tile in a tilemap
- Replies: 2
- Views: 3197
Re: Tilemap as a tile in a tilemap
Hmm. Have you looked at Simple Tiled Implementation ? You can load tilemaps made in Tiled Map Editor with offsets. You could just load them in a series using the width*col/height*row of the previous loaded maps as the current map's offset. Alternatively, if you want to do it yourself, STI's source c...
- Tue Aug 09, 2016 1:45 pm
- Forum: Support and Development
- Topic: Attributing love2d in game
- Replies: 3
- Views: 2877
Re: Attributing love2d in game
You only need to include the license files in your distribution. APKs are just ZIP archives, so it's not like you're trying to obfuscate anything by putting it in the APK.
- Tue Aug 09, 2016 5:17 am
- Forum: Support and Development
- Topic: Positional Audio
- Replies: 10
- Views: 8154
Re: Positional Audio
I made this work in one of my games (a top down shooter with a camera locked to the player's position and rotation) by leaving the listener's position at (0, 0, 0) and setting the positions of the sounds based on the position of the objects that created them relative to the player's position/rotatio...
- Fri Aug 05, 2016 8:53 pm
- Forum: Support and Development
- Topic: More ipairs Confusion
- Replies: 12
- Views: 6639
Re: More ipairs Confusion
On line 5 in main.lua you're creating empty keys in textBox. This will fix the problem:
Read this.
Code: Select all
textBox = {text=text, tag} -- note tag is still nil
- Fri Aug 05, 2016 8:42 pm
- Forum: Support and Development
- Topic: Positional Audio
- Replies: 10
- Views: 8154
Re: Positional Audio
Check out this post and the articles linked to within.
As far as effects go, I haven't explored this topic enough to give you an answer.
As far as effects go, I haven't explored this topic enough to give you an answer.
- Fri Aug 05, 2016 12:26 am
- Forum: Support and Development
- Topic: Collision resolution with bump.lua
- Replies: 3
- Views: 3017
Re: Collision resolution with bump.lua
I had some time to sit down and write the code for what I meant. You could do this at line 43 in your player.lua to see if any of the collisions came from above the player: local cols player.x, player.y, cols = world:move(player, player.x + player.dx, player.y + player.dy) for _, col in ipairs(cols)...
- Thu Aug 04, 2016 9:01 pm
- Forum: Support and Development
- Topic: Collision resolution with bump.lua
- Replies: 3
- Views: 3017
Re: Collision resolution with bump.lua
If the normal vector is {x = 0, y = 1} then the collision came from above the player.
- Mon Aug 01, 2016 1:49 pm
- Forum: Support and Development
- Topic: Camera logic to keep level and players within view
- Replies: 2
- Views: 3024
Re: Camera logic to keep level and players within view
I'm personally using Tiled with bump and outlining my maps wherever I don't want the camera to go beyond with a special tile that has an attribute "camera_collide." I put the camera rect in the bump collision world and only process its collisions against tiles with the "camera_collide...
- Tue Jul 12, 2016 8:23 pm
- Forum: Support and Development
- Topic: Screen Collision [BEGINNER]
- Replies: 3
- Views: 3458
Re: Screen Collision [BEGINNER]
so what you are saying is to perform player control checks before I check for collision? Thank you! Yes. This will give you the results you would expect: function love.load() player = {} player.x = 100 player.y = 100 player.w = 100 player.h = 100 player.speed = 100 end function love.update(dt) if l...
- Tue Jul 12, 2016 6:07 pm
- Forum: Support and Development
- Topic: The Better GUI framework for Love
- Replies: 7
- Views: 6519
Re: The Better GUI framework for Love
I recommend LoveFrames, but that means you might have to use love2d <0.10.0. I believe it's only compatible with 0.9.x and isn't maintained anymore.