Search found 9 matches
- Tue Aug 14, 2012 4:39 pm
- Forum: Support and Development
- Topic: Stencils + Alpha ?
- Replies: 1
- Views: 1671
Stencils + Alpha ?
So, I'm making a game that depends very much on stencils. I have 2 layers on the map that are drawn using the same stencil (one with the stencil normally, and the other with the stencil inverted). The thing is, I want to make the transition borders between these two layers to be smoother, as if one ...
- Tue Jul 31, 2012 3:15 am
- Forum: Support and Development
- Topic: Accept input from scandinavian characters æøåäöå
- Replies: 10
- Views: 9464
Re: Accept input from scandinavian characters æøåäöå
Try making sure the font you are using supports those characters.
If it does, try specifying the unicode to include those characters' codes.
If it does, try specifying the unicode to include those characters' codes.
- Mon Jul 30, 2012 6:58 am
- Forum: Support and Development
- Topic: Divebombing foes, more collision stuff
- Replies: 3
- Views: 1953
Re: Divebombing foes, more collision stuff
Secondary question: I want the divebomber enemies to zig-zag as they falls. Easiest way to do this? You could try using a sine function to control the enemies' horizontal positions. Something like posX = initialX + math.sin(time); time = time + dt; Where 'time' is the total time in the game, initia...
- Sun Jul 29, 2012 4:22 pm
- Forum: Support and Development
- Topic: Unexpected Box Edge Collision
- Replies: 2
- Views: 1901
Re: Unexpected Box Edge Collision
Didn't check the code, but it may be related to 4.5 EDGE SHAPES: http://www.box2d.org/manual.html#_Toc258082970 And it is! That's exactly the problem I'm having. And apparently the only way to solve it is by using Chain Shapes to generate the landscape from the tilemaps, it seems. And that is going...
- Sat Jul 28, 2012 11:49 pm
- Forum: Support and Development
- Topic: Unexpected Box Edge Collision
- Replies: 2
- Views: 1901
Unexpected Box Edge Collision
So here's the deal. I'm making a small platformer, using tile maps to define the levels, and creating the solid tiles as static physical objects that collide with the player, and everything is fine about that. Usually, collision works just great. Except when the player reaches the edge between a til...
- Tue Jul 17, 2012 7:46 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1722877
Re: What's everyone working on? (tigsource inspired)
I've been working by myself on a 2D Puzzle/Platformer based on the works of H.P. Lovecraft, called Aetherlight. It's still pretty much in beta, and doesn't have any art yet (just programmer graphics, since I don't have an artist yet :( ), i'm still working out the most important stuff (lining out ph...
- Thu Jul 12, 2012 8:41 pm
- Forum: Support and Development
- Topic: Platform that can be passed from below?
- Replies: 1
- Views: 1166
Platform that can be passed from below?
I've been doing a 2D tile-based platformer game, and I've stumbled across a doubt.
Is there any way of creating a platform (with love.physics) that can be jumped from below, but collides normally from the top?
Is there any way of creating a platform (with love.physics) that can be jumped from below, but collides normally from the top?
- Sat Jul 07, 2012 3:28 am
- Forum: Support and Development
- Topic: [Love 0.8] Detecting Collision with Sensors
- Replies: 2
- Views: 2785
Re: [Love 0.8] Detecting Collision with Sensors
Hmmm, I think I understand it now.
Thanks a lot.
Thanks a lot.
- Fri Jul 06, 2012 6:50 pm
- Forum: Support and Development
- Topic: [Love 0.8] Detecting Collision with Sensors
- Replies: 2
- Views: 2785
[Love 0.8] Detecting Collision with Sensors
So, hello everyone. I'm new to the Löve forums, but not new to programming. I've been trying to make a 2D Platformer game in Löve2D, and i've started a few days ago. It's going quite well, but i've stumbled upon a problem. I have searched the wiki and the forums, but haven't found a reasonable expla...