Search found 65 matches
- Sun Jul 28, 2013 3:21 pm
- Forum: General
- Topic: Why does everyone give LÖVE's Physics engine a hard time?
- Replies: 18
- Views: 7542
Re: Why does everyone give LÖVE's Physics engine a hard time
the fudginess that physics engines have, both in simulation and collision detection, tends to be really annoying for games like platformers. not to mention they really really would like to have small and stable dt s thank you very much often you only want collision detection and want to handle the ...
- Wed Jul 10, 2013 9:25 pm
- Forum: Support and Development
- Topic: [SOLVED] How to do this visual effect?
- Replies: 16
- Views: 10716
Re: [SOLVED] How to do this visual effect?
You are running three texture fetches for the same coordinate, that's not very ideal.
Code: Select all
texture2D(tex0,uv).xyz // or .rgb, whatever you fancy
- Wed Jul 10, 2013 7:50 am
- Forum: General
- Topic: LÖVE written in C++?
- Replies: 16
- Views: 8353
Re: LÖVE written in C++?
On the topic of creating phone/tablet games, you can always check out Moai. Lua interface and a whole lot more advanced than Love2D (which isn't always a good thing, I like Love2D better), and works on Android/iOS beside the main OS'.
- Sun Jul 07, 2013 5:04 pm
- Forum: General
- Topic: Text File Help?
- Replies: 13
- Views: 8922
Re: Text File Help?
I don't expect you to download the game from random sources. Getting maps from other people, however, is quite common and popular. In this case, JSON solves the security issues by simply not allowing (by definition) for any code, just data.
Of course, if your maps need code, sand boxing it is.
Of course, if your maps need code, sand boxing it is.
- Sun Jul 07, 2013 11:58 am
- Forum: General
- Topic: Text File Help?
- Replies: 13
- Views: 8922
Re: Text File Help?
Using JSON will remove the security issues.
- Sun Jul 07, 2013 1:05 am
- Forum: General
- Topic: My game is crashing!
- Replies: 1
- Views: 2181
Re: My game is crashing!
The error clearly tells you what the issue is. It was expecting a number and it got nil. From that you can conclude that either (or both) of v.x and v.y is nil. BUT, the error even goes further to tell you that argument 2 is the nil one. If you do a count from one to two, you'd see that v.x is the s...
- Sat Jul 06, 2013 11:31 pm
- Forum: General
- Topic: 2D Blender animation tests
- Replies: 16
- Views: 14271
Re: 2D Blender animation tests
That's what I mean by "dynamic animations". Integrating IK with physics allows you to basically do anything imaginable. The simplest cases are seen in fighting games, where the characters stop their punches/kicks when they hit the enemy, rather than going through them, which would happen i...
- Sat Jul 06, 2013 8:48 am
- Forum: General
- Topic: 2D Blender animation tests
- Replies: 16
- Views: 14271
Re: 2D Blender animation tests
Yeah, for any kind of animation blending I'd go with skeletal animation. I guess 2D games don't really need IK, since their dynamic animations are usually effecting only one bone (e.g., make the head and hands follow the mouse). In case it is needed, CCD is quite simple to implement, I attached an e...
- Fri Jul 05, 2013 11:34 pm
- Forum: General
- Topic: 2D Blender animation tests
- Replies: 16
- Views: 14271
Re: 2D Blender animation tests
Implementing skeletal animation is very easy. You form a hierarchy of nodes (which are usually bones, but more things can be used, e.g. particle emitters, light sources, attachment points, etc.), and then you follow it recursively each time you want to update. For each node you get its local space m...
- Fri Jul 05, 2013 3:18 pm
- Forum: General
- Topic: 2D Blender animation tests
- Replies: 16
- Views: 14271
Re: 2D Blender animation tests
It isn't hard to write an exporter, but I want to see you make a format that is "well-adapted". Every game has its own needs.twobit wrote:A well-adapted custom blender exporter would be ideal! Has anybody of you experience with this?