Search found 77 matches
- Thu Feb 23, 2012 11:24 pm
- Forum: Support and Development
- Topic: Collision errors
- Replies: 10
- Views: 5313
Re: Collision errors
Well my friend made a version in another language so I just felt it was something easy to port over to Lua meant only as a learning experience. And thank you, I will look at the code and use it as a base and maybe I'll rewrite it (the third time!) since as you can see my variables do not reflect the...
- Thu Feb 23, 2012 1:46 am
- Forum: Support and Development
- Topic: Collision errors
- Replies: 10
- Views: 5313
Re: Collision errors
Oh sorry.
- Wed Feb 22, 2012 10:32 pm
- Forum: Support and Development
- Topic: Collision errors
- Replies: 10
- Views: 5313
Re: Collision errors
I am already using math.floor I forgot to add it to the snippet, sorry. Any other ideas?
- Wed Feb 22, 2012 10:26 pm
- Forum: LÖVE-Android
- Topic: Bug thread
- Replies: 16
- Views: 15003
Re: Bug thread
Is this a bug or am I doing it wrong?
When I try to play my game the sprites are squished. I made a perfect circle and it looked like an oval, I wish I could take a picture, but my phone does not support screenshots.
When I try to play my game the sprites are squished. I made a perfect circle and it looked like an oval, I wish I could take a picture, but my phone does not support screenshots.
- Mon Feb 20, 2012 6:00 pm
- Forum: Support and Development
- Topic: Collision errors
- Replies: 10
- Views: 5313
Re: Collision errors
Ok, that worked but I am still getting false positives, when I try to use the players x coordinate to get the tile that he is currently on it gives me the wrong feedback, I am using this:
to get the map table data from the player coordinate. Is that correct?
Code: Select all
ply.x / tile_w
- Sun Feb 12, 2012 3:48 pm
- Forum: Support and Development
- Topic: Collision errors
- Replies: 10
- Views: 5313
Collision errors
I have made a game called BitDodger and all of the mechanics are pretty much in place, so I just have to do the HUD, but I am having a problem with collisions. If you would like to help look at the attached .love file. Basically I made it so you are invincible for 5 seconds, then you can be hit, tha...
- Wed Oct 26, 2011 12:15 am
- Forum: Support and Development
- Topic: Finding the tile to your right
- Replies: 8
- Views: 3855
Re: Finding the tile to your right
I am not even getting any reaction from the program. As far as I know I am using the code the right way, but nothing is happening.
Newest code:
http://dl.dropbox.com/u/27844356/bitdod ... 82%29.love
Newest code:
http://dl.dropbox.com/u/27844356/bitdod ... 82%29.love
- Tue Oct 25, 2011 1:25 am
- Forum: Support and Development
- Topic: Finding the tile to your right
- Replies: 8
- Views: 3855
Re: Finding the tile to your right
I am getting this error. This is my code:
Code: Select all
if tonumber(checkTile(map_x+1, bity)) == "1" then
love.event.push("q")
end
http://dl.dropbox.com/u/27844356/bitdod ... 0Copy.love
- Tue Oct 25, 2011 1:20 am
- Forum: Support and Development
- Topic: Finding the tile to your right
- Replies: 8
- Views: 3855
- Tue Oct 25, 2011 1:13 am
- Forum: Support and Development
- Topic: Finding the tile to your right
- Replies: 8
- Views: 3855
Re: Finding the tile to your right
What does this return? The tile number? like 0, 1, 2, 3 ect.?