Search found 15 matches
- Fri Mar 20, 2009 3:40 pm
- Forum: Games and Creations
- Topic: Continuous Cellular Automaton
- Replies: 6
- Views: 7260
Re: Continuous Cellular Automaton
The multicolour CA is really cool in a retro 60's way.
- Sun Mar 01, 2009 10:16 am
- Forum: Libraries and Tools
- Topic: Navigating maps
- Replies: 9
- Views: 8321
Re: Navigating maps
I'm torn between going completely retro with an Empires clone, which would be so much easier, or heading towards a Civ clone.Voker57 wrote:The look of this map tempts me to begin to wage wars/earn resourses on these isles, awesome.
- Sat Feb 28, 2009 9:48 pm
- Forum: Libraries and Tools
- Topic: Navigating maps
- Replies: 9
- Views: 8321
Navigating maps
This is just a little experiment to generate a random map and navigate around it. All very basic. Clicking in either map window will refocus the map on the selected area and the arrow keys will move the map one tile at a time.
Hopefully the love file will be usable for those not blessed with Macs
Hopefully the love file will be usable for those not blessed with Macs

- Thu Feb 12, 2009 3:21 pm
- Forum: General
- Topic: Code for collisions
- Replies: 20
- Views: 21089
Re: Code for collisions
I might just try shrinking the collision box and see how that plays out, it might be 'good enough' for what I'm doing.
- Thu Feb 12, 2009 3:17 pm
- Forum: Games and Creations
- Topic: Joust!
- Replies: 6
- Views: 7929
Re: Joust!
Something to differentiate the player from the other birds would be nice even if it is just a colour change. The code looks very nice I can certainly learn something from it. If you want some sounds then it would be an idea to go to http://www.freesound.org/ and register. There are plenty of usable ...
- Sat Feb 07, 2009 10:08 am
- Forum: General
- Topic: Code for collisions
- Replies: 20
- Views: 21089
Re: Code for collisions
Thanks for the effort that you are putting in to this. I look forward to my spaceships not exploding from simply being in the proximity of a rock.
- Fri Feb 06, 2009 3:48 pm
- Forum: General
- Topic: Code for collisions
- Replies: 20
- Views: 21089
Re: Code for collisions
The problem with relying on boxes for collision detection is that there are times when the character will die when the player can clearly see that the object did not touch them. Which is very very annoying, as you can see from the image the boxes collide but the objects did not collide. Untitled.png...
- Fri Feb 06, 2009 12:54 pm
- Forum: General
- Topic: Code for collisions
- Replies: 20
- Views: 21089
Code for collisions
So far the experimenting that I have been doing has involved points and boxes and it is pretty easy to do the 'is this point inside this box'. But the code I am now looking at will involve object collisions and I'm not 100% as to how I should proceed. Given two images, one in a 32*32 box and another...
- Wed Feb 04, 2009 4:15 pm
- Forum: Games and Creations
- Topic: Same as the same game
- Replies: 4
- Views: 5131
Re: Same as the same game
Good job! What about saving high-scores? Might be fun? It should be doing that already. I've just checked on my OS X system and the high score is being saved to ~/.love/same.love/highscore.txt. Depends on your system. But it will only save when you have completed a level (cleared it or otherwise), ...
- Wed Feb 04, 2009 2:41 pm
- Forum: Games and Creations
- Topic: Same as the same game
- Replies: 4
- Views: 5131
Same as the same game
Now that I am getting up to speed with Love (god how that makes me cringe - couldn't we rename it something more manly? Hate perhaps?) I have finally re-implemented the 'Same game' for myself. So that I can have a nice version for OS X. Here it is then. My best attempt so far. Spent the day wonderin...