How can i detect if two images are colliding?
I quess i dont have to say anything else anymore than thank you.
Search found 49 matches
- Mon May 16, 2011 12:37 pm
- Forum: General
- Topic: Collision detection.
- Replies: 6
- Views: 3918
Re: Portal 2
BIG SPOILER ALERT
The funny things about Portal and Portal 2's endings are:
In Portal, you had to break the cores out of GLaDOS to blow up the facility.
In Portal 2, you have to stuff the cores in Wheatley to prevent blowing up the facility.
lål
The funny things about Portal and Portal 2's endings are:
In Portal, you had to break the cores out of GLaDOS to blow up the facility.
In Portal 2, you have to stuff the cores in Wheatley to prevent blowing up the facility.
lål
- Wed Apr 20, 2011 2:45 pm
- Forum: General
- Topic: Tilemap collision
- Replies: 13
- Views: 8735
Re: Tilemap collision
Finally someone who realised what im asking! Thanks Wuflie!
- Mon Apr 18, 2011 5:37 pm
- Forum: General
- Topic: Tilemap collision
- Replies: 13
- Views: 8735
Re: Tilemap collision
As i said, i want to make it big. Right now im using a table fileld with numbers, since thats the only thing i can do.
- Mon Apr 18, 2011 5:36 pm
- Forum: General
- Topic: Tilemap collision
- Replies: 13
- Views: 8735
Re: Tilemap collision
Thats, basically what im trying to do. I just want to do it BIG size (http://love2d.org/forums/viewtopic.php?f=3&t=2857)bartbes wrote:A tilesheet + quads is typically a good solution, personally, I'd put the static part of the map in a spritebatch, so you can draw that in one go.
- Mon Apr 18, 2011 4:36 pm
- Forum: General
- Topic: Tilemap collision
- Replies: 13
- Views: 8735
Re: Tilemap collision
Well, what would be the more simple way, rather that tilemap?
And im learning all the time
And im learning all the time
- Mon Apr 18, 2011 2:34 pm
- Forum: General
- Topic: Big tilemaps
- Replies: 4
- Views: 4718
Big tilemaps
(Sorta related to http://love2d.org/forums/viewtopic.php?f=3&t=2856) Anyways, i know how to make a tilemap which is, eg: 20X20. But it sucks. So what i want to know, is how can i make a big tilemap? Lets say, 50X50 or 70X70 or maybe even 100X100. One thing i have been thinking (very unlikely to ...
- Mon Apr 18, 2011 2:22 pm
- Forum: General
- Topic: Tilemap collision
- Replies: 13
- Views: 8735
Tilemap collision
You know how you make a tilemap by taking a part of a picture and placing it on a quad and drawing it? Pff, thats easy. Now theres only one problem. How can i detect a collision with a certain tile? Im using a character which can move (obviously). I havent made the tilemap yet.
- Mon Apr 18, 2011 1:37 pm
- Forum: General
- Topic: Pointing an image
- Replies: 23
- Views: 10368
Re: Pointing an image
Im 100% sure the final releases of these games are totally different, expect the character moving.BarnD wrote:which is so far basically like yours
- Mon Apr 18, 2011 1:17 pm
- Forum: General
- Topic: Pointing an image
- Replies: 23
- Views: 10368
Re: Pointing an image
I got it working by using the love.graphics.draw function's offset x and offset y.
Thanks guys!
Thanks guys!