Search found 7 matches
- Tue Feb 07, 2017 2:15 am
- Forum: Support and Development
- Topic: [SOLVED] How to completely color an image?
- Replies: 2
- Views: 1975
Re: How to completely color an image?
This totally worked! And was very easy! I should really look more into shaders. Anyway, thanks for your help!
- Tue Feb 07, 2017 1:23 am
- Forum: Support and Development
- Topic: [SOLVED] How to completely color an image?
- Replies: 2
- Views: 1975
[SOLVED] How to completely color an image?
Apologies if this has been explained before somewhere else, but is there a way in code to completely color something? (not just tint it). Like this:
- Tue Dec 06, 2016 12:14 am
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 477976
Re: "Questions that don't deserve their own thread" thread
how do i make something in bump.lua non-collidable without removing it from the world? (or setting its width and height to 1)
- Sat Dec 03, 2016 8:47 pm
- Forum: Support and Development
- Topic: Having trouble detecting if something ISN'T colliding using bump.lua
- Replies: 9
- Views: 4995
Re: Having trouble detecting if something ISN'T colliding using bump.lua
@Tjakka that method works! I wish i knew why my method wasn't working, but this will do for now. Thank you!
@4aiman: I've never thought of that kind of system before. I likely won't be needing that kind of system for this game, but I'm going to try and keep that idea in mind for later.
@4aiman: I've never thought of that kind of system before. I likely won't be needing that kind of system for this game, but I'm going to try and keep that idea in mind for later.
- Sat Dec 03, 2016 2:10 pm
- Forum: Support and Development
- Topic: Having trouble detecting if something ISN'T colliding using bump.lua
- Replies: 9
- Views: 4995
Re: Having trouble detecting if something ISN'T colliding using bump.lua
I don't really see how that would help? I'm already using a rectangle (the enemy's hitbox) to check for collisions, and then casting it forward to check if it still collides at that position. I tried nyenye's method of changing how far I cast ahead depending on which direction the enemy is going but...
- Sat Dec 03, 2016 2:16 am
- Forum: Support and Development
- Topic: Having trouble detecting if something ISN'T colliding using bump.lua
- Replies: 9
- Views: 4995
Having trouble detecting if something ISN'T colliding using bump.lua
Hello, So this bug has been driving me crazy. I have an enemy that I want to move back and forth on a given platform--ie, change direction when they hit a wall AND change direction when they find the end of the platform. Its that second part thats giving me trouble. Here's the collision checking cod...
- Thu Dec 01, 2016 3:32 am
- Forum: Support and Development
- Topic: Scaling love.graphics calls
- Replies: 1
- Views: 1365
Scaling love.graphics calls
Hello! I'm certain this has been answered before, but I'm still very much a love2d noob so I don't know exactly what to look for. I have a game using pixelart, and I want to be able to call stuff like love.graphics.line() and love.graphics.rectangle() and have the line/rectangle scaled according to ...