Search found 18 matches
- Fri May 11, 2018 2:57 pm
- Forum: Support and Development
- Topic: Creating levels for my game easier.
- Replies: 2
- Views: 2375
Creating levels for my game easier.
My game's levels are a hexagonal grid. Currently, I use a 2D array to set data for the grid (each hexagon has: type (water, fire, earth or wall) and a value for who's controlling it (player or AI)) This is the 2D array for my first level: Level.gridData={ {0,0,0,12,12,12,12}, {0,0,12,12,12,12,12}, {...
- Fri May 11, 2018 10:56 am
- Forum: Support and Development
- Topic: Fixing color 'issues' brought in by 11.0
- Replies: 3
- Views: 2616
Re: Fixing color 'issues' brought in by 11.0
Thanks Raptor!
- Fri May 11, 2018 9:00 am
- Forum: Support and Development
- Topic: Fixing color 'issues' brought in by 11.0
- Replies: 3
- Views: 2616
Fixing color 'issues' brought in by 11.0
So, while trying my game in the latest version of love2d there's some color 'issues' caused by the latest version due to the fact I'm still using values from 0-255. At first I thought it would be easy, just adding /255 to each love.setColor call. And then I remembered I have a huge dictionary filled...
- Thu Nov 09, 2017 8:48 am
- Forum: Support and Development
- Topic: Creating a tutorial framework
- Replies: 1
- Views: 1893
Creating a tutorial framework
With the game I'm creating, I'm at the point where I've got everything down(levels, menu, gameplay etc) but now I want to add a tutorial system to some levels. Currently, I do it like this: I create a separate .lua file for each level inside each level file I have this(this is from the first level):...
- Thu Oct 19, 2017 1:33 pm
- Forum: Support and Development
- Topic: Implementing A* pathfinding in my hexagon grid based game
- Replies: 2
- Views: 3294
Re: Implementing A* pathfinding in my hexagon grid based game
Yes! That worked. Thank you!
- Thu Oct 19, 2017 7:42 am
- Forum: Support and Development
- Topic: Implementing A* pathfinding in my hexagon grid based game
- Replies: 2
- Views: 3294
Implementing A* pathfinding in my hexagon grid based game
Before I start, I want to say yes, I know the redblob article on hexagon grids exists. It doesn't help me nor does the pathfinding article also on that website. (everytime I've asked this question the only answer I've gotten is a link to that article so I'm sort of getting annoyed) I'm creating a ga...
- Tue May 16, 2017 7:15 pm
- Forum: Games and Creations
- Topic: RADIAL PONG [V.1]
- Replies: 3
- Views: 4224
RADIAL PONG [V.1]
My second (released) game for Love2D.
A simple radial pong game. Any criticism is greatly appreciated! (Even if it's to do with the code itself)
I may add sound effects later.
A simple radial pong game. Any criticism is greatly appreciated! (Even if it's to do with the code itself)
I may add sound effects later.
- Sat Apr 01, 2017 3:05 pm
- Forum: Support and Development
- Topic: 2D reflection on water
- Replies: 4
- Views: 4394
Re: 2D reflection on water
I decided to use a stencil since I couldn't get scissor to work. Thanks for the help anyway!
- Sat Apr 01, 2017 11:24 am
- Forum: Support and Development
- Topic: 2D reflection on water
- Replies: 4
- Views: 4394
Re: 2D reflection on water
I'm using a camera system by blackbulletIV and I've noticed that scissor seems to not work correctly. (I go to the spot where the reflection should be, it isn't there but as I go away, I can start to see the reflection appear) Is there any way to fix this, or do you know of any camera system that wo...
- Sat Apr 01, 2017 12:46 am
- Forum: Support and Development
- Topic: 2D reflection on water
- Replies: 4
- Views: 4394
2D reflection on water
I'm trying to make a 2D reflection on water in my kind of luftrausers clone My main problem is currently that the reflection comes off the water, as shown in this image Here's my code for the reflection: playerClone.Position=Vector2.new(player.entity.Position.x, (2*water.Position.y-player.entity.Pos...