Search found 40 matches

by pancakepalace
Sat Aug 04, 2012 11:17 am
Forum: Support and Development
Topic: Point an arrow to the right angle
Replies: 13
Views: 9630

Re: Point an arrow to the right angle

Code: Select all

angleInRadians = math.atan2(y2 - y1, x2 - x1)
angleInDegrees = math.atan2(y2 - y1, x2 - x1) * 180 / PI
by pancakepalace
Sat Aug 04, 2012 9:22 am
Forum: Libraries and Tools
Topic: Drafting module
Replies: 0
Views: 2297

Drafting module

Hi guys and girls, I just finished a simple drafting module. It permits you to draw all kinds of shapes like ellipses. It also permits you to connect the vertices of one shape to the next using what I called linkers. For example, if you drew two squares, you could then make a cube by linking points ...
by pancakepalace
Mon Oct 10, 2011 3:25 pm
Forum: Games and Creations
Topic: Chromatic Paths
Replies: 18
Views: 12109

Re: Chromatic Paths

Technically speaking, /none/ of the triangles have bases. They used to, but it didn't look as good - this way breaks up the grid a bit, which is easier on the eyes. It's not important for the user what is happening on a technical level, what matters is what he sees. I understand your point of view ...
by pancakepalace
Sun Oct 09, 2011 11:38 am
Forum: Games and Creations
Topic: Chromatic Paths
Replies: 18
Views: 12109

Re: Chromatic Paths

For clarity, I would not remove the base of triangles that in opposite directions. It makes it look like there is something special about those triangles when there isn't. All triangles should have a base.
by pancakepalace
Sun Oct 09, 2011 2:07 am
Forum: General
Topic: LÖVE-JAM?
Replies: 68
Views: 18066

Re: LÖVE-JAM?

I'd love to participate. The jam and dates should be clearly announced on love2d.org's home page if possible.
by pancakepalace
Sat Oct 01, 2011 11:12 am
Forum: Support and Development
Topic: Stuttering & Fixed Timesteps
Replies: 31
Views: 27062

Re: Stuttering & Fixed Timesteps

Doesn't the stuttering occur because you are not moving the player the same pixel distance on every instance of love.draw(). Your pixel distance depends on many variables including some that are floating point like dt so that after being floored to the nearest x and y, your distance changes making a...
by pancakepalace
Fri Sep 30, 2011 11:29 am
Forum: Games and Creations
Topic: Snake.Pi - Yet Another Snake Clone
Replies: 10
Views: 10520

Re: Snake.Pi - Yet Another Snake Clone

Indeed, without obstacles this type of snake can go on for a very long if angled a tiny bit and then left to his own affairs. If you're playing for high scores, I suggest you start the game before dinner time. Then let it run while you eat.
by pancakepalace
Thu Sep 29, 2011 4:42 am
Forum: Games and Creations
Topic: Snake.Pi - Yet Another Snake Clone
Replies: 10
Views: 10520

Re: Snake.Pi - Yet Another Snake Clone

I'm working on a similar project in Javascript. I wanted to show you how my snake wrapping works, so I made a demo with only the snake at a very slow speed so it's easy to inspect the transitions. Notice how each part of the snake doesn't suddenly get warped to the other side when it reaches the wal...
by pancakepalace
Sun Sep 25, 2011 12:57 pm
Forum: Libraries and Tools
Topic: TLboner - powerful skeletal animation system (help wanted)
Replies: 26
Views: 14247

Re: TLboner - powerful skeletal animation system (help wante

I can see that in Tboner each bone is connected to it's parent bone, but how do you achieve this in the editor without using Box2D? If you only have images for each part of the actor, then the person editing could place them however he wishes, not doing offsets by force, but because it's really hard...
by pancakepalace
Sun Sep 25, 2011 12:43 pm
Forum: Libraries and Tools
Topic: TLboner - powerful skeletal animation system (help wanted)
Replies: 26
Views: 14247

Re: TLboner - powerful skeletal animation system (help wante

I haven't used any other skeletal animation systems, so I can't provide you with examples, or even know if others have done it this way. Let me try to explain my idea. Let's say we want to make the animation of a man running. We have a head, a torso, and four limbs each divided into three parts (upp...