Sharing this so that I actually finish it!
Search found 33 matches
- Tue Sep 08, 2015 9:19 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1722501
- Fri Aug 14, 2015 2:50 am
- Forum: General
- Topic: Overlap2d Editor & Box2DLights
- Replies: 5
- Views: 4605
Re: Overlap2d Editor & Box2DLights
I have the interest, but likely not the skill. Something like this would be immensely useful though.
- Sat Aug 01, 2015 4:20 pm
- Forum: Games and Creations
- Topic: Sagittarius
- Replies: 8
- Views: 8067
Re: Sagittarius
This is great! Congrats on the RPS write-up, that's really cool!
- Tue Jul 28, 2015 3:53 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1722501
Re: What's everyone working on? (tigsource inspired)
This is really cool! How did you go about implementing something like this?Ulydev wrote:Got a working beat detector
- Fri Jun 05, 2015 2:40 am
- Forum: Support and Development
- Topic: Resolving collisions with HardonCollider
- Replies: 11
- Views: 8543
Re: Resolving collisions with HardonCollider
Ah! I thought I must have missed something. Thanks for the response! I think I understand a bit better now, hopefully I can work through the rest of my questions.
Not sure I can judge whether your new API will be easier to understand from your snippet, but it's certainly different.
Not sure I can judge whether your new API will be easier to understand from your snippet, but it's certainly different.
- Wed Jun 03, 2015 5:46 am
- Forum: Support and Development
- Topic: Resolving collisions with HardonCollider
- Replies: 11
- Views: 8543
Re: Resolving collisions with HardonCollider
Sorry for the short answer (its late) Try this shape_b:move(-mtv_x, -mtv_y) Thank you for the help! I tried this and it seems to work although I'm not sure why, despite looking through the HC source code. Does the minimum translation vector assume shape_a is being moved? Can anyone explain this to ...
- Mon Jun 01, 2015 8:34 pm
- Forum: Support and Development
- Topic: Resolving collisions with HardonCollider
- Replies: 11
- Views: 8543
Re: Resolving collisions with HardonCollider
https://love2d.org/imgmirrur/SVLg7BO.gif This is what happens. Strangely it only happens sometimes. Not when the collision happens, but when the program is run. If it doesn't happen I can restart the program a couple times to replicate it. If I watch the print output it happens when the player is c...
- Sun May 31, 2015 8:41 pm
- Forum: Support and Development
- Topic: Resolving collisions with HardonCollider
- Replies: 11
- Views: 8543
Re: Resolving collisions with HardonCollider
I'm going to try bumping this one time so see if anyone can help or has any advice.
- Mon May 25, 2015 7:21 pm
- Forum: Support and Development
- Topic: Resolving collisions with HardonCollider
- Replies: 11
- Views: 8543
Resolving collisions with HardonCollider
I've been experimenting with HardonCollider for collision detection recently and while I understand the basics thanks to the tutorial and reading the documentation, I'm running into some peculiarities that I can't seem to understand. In the attached .love you will see my current problem. My on_colli...
- Thu Apr 30, 2015 5:43 am
- Forum: Games and Creations
- Topic: Warlock's Tower (RELEASED!)
- Replies: 30
- Views: 32532
Re: Warlock's Tower - A Movement Puzzle
Looks great! I'm glad you are still working on this