Search found 17 matches
- Sun Sep 02, 2012 5:10 pm
- Forum: General
- Topic: Help get a LÖVE game on Steam!
- Replies: 8
- Views: 6402
Re: Help get a LÖVE game on Steam!
Voted! Good luck~
- Wed Jul 11, 2012 4:03 pm
- Forum: Games and Creations
- Topic: Sliding Puzzle game
- Replies: 7
- Views: 3846
Re: Sliding Puzzle game
I quite like it, but I'd also like to see mouse sliding. It's certainly a more intuitive mechanism.
- Sat Feb 18, 2012 11:44 pm
- Forum: Libraries and Tools
- Topic: ISO
- Replies: 25
- Views: 10746
Re: ISO
Optional representation allowed through sprite.setUpdate. sprite:setUpdate(function(shape) love.graphics.setColor(255, 0, 0) shape:draw 'fill' love.graphics.setColor(255, 255, 255) end) This will create a red collision polygon under the sprite. This allows for full customization of the collision box.
- Sat Feb 18, 2012 11:30 pm
- Forum: Libraries and Tools
- Topic: ISO
- Replies: 25
- Views: 10746
Re: ISO
I only enabled the collision polygons visibility for a demonstration. If you actually use Sprites, the collision polygons are invisibile.
- Sat Feb 18, 2012 11:04 pm
- Forum: Libraries and Tools
- Topic: ISO
- Replies: 25
- Views: 10746
Re: ISO
Ah ha! That looks much more accurate. I've also gotten it to work in ISO.
That is the resulting collision polygon.
- Sat Feb 18, 2012 8:22 pm
- Forum: Libraries and Tools
- Topic: ISO
- Replies: 25
- Views: 10746
Re: ISO
Was having trouble navigating through your source code, so I made a little mockup. It's not using ISO, but it shows my idea. Use the arrow keys to move and ESC to quit. I put it in, however in sprites whose width is greater than their height, the collision area is way too large. Here is the commit .
- Sat Feb 18, 2012 6:01 pm
- Forum: Libraries and Tools
- Topic: ISO
- Replies: 25
- Views: 10746
- Sat Feb 18, 2012 3:47 pm
- Forum: Libraries and Tools
- Topic: ISO
- Replies: 25
- Views: 10746
Re: ISO
Then how much of the sprite should detect against collision?MarekkPie wrote:I don't know if you want to to the full size on the sprite. The "grounding" part was to try and coincide with the z-indexing of an isometric map, since it's more representative of their place on it.
- Sat Feb 18, 2012 3:08 pm
- Forum: Libraries and Tools
- Topic: ISO
- Replies: 25
- Views: 10746
Re: ISO
I'll likely end up using HardonCollider and represent each Sprite with a rectangle of its dimensions. Sounds simple enough
- Sat Feb 18, 2012 2:43 pm
- Forum: Libraries and Tools
- Topic: ISO
- Replies: 25
- Views: 10746
Re: ISO
From what I can remember about the isometric games I played (read: Diablo II), they seemed to using a ground-based ellipse to test collisions against. Since your viewpoint is high enough, you can probably skip the ellipse math and just use a circle. From there, you may be able to skip keeping the c...