Search found 13 matches
- Tue Dec 15, 2009 6:17 pm
- Forum: Games and Creations
- Topic: Lovely Mario Bros
- Replies: 16
- Views: 10234
Re: My Super Mario Clone (With Download)
Yeah, the delta time is something I didn't get when I made my first game. Here's how it works: the game is an unlimited loop which, on better computers, will be executed way faster. That's why, in the update function, there is a dt. that dt is the time calculated from the last frame. So you have to ...
- Tue Dec 15, 2009 2:18 am
- Forum: Libraries and Tools
- Topic: LÖVE Image Transformations
- Replies: 5
- Views: 4833
Re: LÖVE Image Transformations
I think I have all what I need, I have to check the color of the pixel and if it is the right blue, I change it to the desired color.
- Tue Dec 15, 2009 12:39 am
- Forum: Libraries and Tools
- Topic: LÖVE Image Transformations
- Replies: 5
- Views: 4833
Re: LÖVE Image Transformations
You are reading my mind!
I'm working on a megaman game and I was wondering if we could change the color of megaman without having to create a new image!
I'm working on a megaman game and I was wondering if we could change the color of megaman without having to create a new image!
- Mon Dec 14, 2009 2:54 pm
- Forum: Support and Development
- Topic: User Define keys in a game
- Replies: 22
- Views: 12586
Re: User Define keys in a game
it's because the user starts by selecting a player (P1 to P4) and an action (Right, Left, etc). The info is stored in the string and then the key he presses is binded to this.
- Mon Dec 14, 2009 2:33 am
- Forum: Support and Development
- Topic: User Define keys in a game
- Replies: 22
- Views: 12586
Re: User Define keys in a game
works perfectly!
- Mon Dec 14, 2009 1:58 am
- Forum: Support and Development
- Topic: User Define keys in a game
- Replies: 22
- Views: 12586
Re: User Define keys in a game
so is there a way to bind to the function that has the same name as what is in the string or I will have do check every possibility like that:
Code: Select all
if what == "P1Right" then
bindings[key] = P1Right
elseif what == "P1Left" then
bindings[key] = P1Left
and so...
- Sun Dec 13, 2009 10:07 pm
- Forum: Support and Development
- Topic: User Define keys in a game
- Replies: 22
- Views: 12586
Re: User Define keys in a game
I'm having an odd problem while trying to bind a new key... here is where I'm having a problem: the "unbinding" works well. then I try to bind another1 like that: bindings[key] = what what = "P1Right", the name of the function I want to be binded. When I run it, the binding seems...
- Sun Dec 13, 2009 4:29 pm
- Forum: Support and Development
- Topic: User Define keys in a game
- Replies: 22
- Views: 12586
Re: User Define keys in a game
I got it to work, sorry for wasting your time. It was supposed to move the background when I pressed "d" but my function didn't work so I though the binding didn't.
- Sun Dec 13, 2009 3:45 pm
- Forum: Support and Development
- Topic: User Define keys in a game
- Replies: 22
- Views: 12586
Re: User Define keys in a game
well here is my main.lua. The condition "if bindings[key] then" just never turns out true There isn't much more than I already gave you: function load() -- Includes love.filesystem.require("lua/button.lua") love.filesystem.require("lua/states.lua") -- Resources color = ...
- Sun Dec 13, 2009 4:28 am
- Forum: General
- Topic: Avatars: OBEY!
- Replies: 763
- Views: 1137762
Re: Avatars: OBEY!
I'm new here so I guess I'm gonna obey!