If I were to start working on a game world at this very moment I would border my window with rectangles drawn via a table as in "Tutorial:Gridlocked_Player."
This handles logic well, it has the essential platformer layout (without any scrolling) But adding graphics in LÖVE is another trick. Would I be left making small image files and placing them perfectly over my table-drawn rectangles? Or is there some sort of function that would lay an image over a shape?
Keep in mind I'm a lazy prick-- so I haven't got to reading ALL of the tutorials or even testing my theory (mainly because I'm at school and do not care to be disciplined for installing foreign software even if it is on a USB drive-- they're a bit strict.)
EDIT: I must have been some kind of tired/exhausted when I wrote this, essentially... HOW DO I GRAPHICS?
The difference between logic and aesthetic (need help PT2)
- StaleNacho
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The difference between logic and aesthetic (need help PT2)
Last edited by StaleNacho on Tue Aug 27, 2013 2:11 am, edited 1 time in total.
- StaleNacho
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Re: The difference between logic and aesthetic (need help PT
Judging by the views count opposed to the number of replies I can safely assume myself an idiot
Re: The difference between logic and aesthetic (need help PT
I guess nobody really understands what it is you are asking for...
Re: The difference between logic and aesthetic (need help PT
I read this earlier, and I don't want to sound rude, but I thought you were stating something rather than asking something.
No, you're not an idiot. Never call yourself an idiot
If you're asking the difference between "logic" and "aesthetic", here's my response:
I'd like to answer your question, with a question: Do you know what they are? You either don't know what logic is, don't know what aesthetic means or don't know what either means. If that's the case: You should know what logic is. I'm not going to explain it. Aesthetics, for lack of a better description, is basically what something looks like. Logic is how you do something(kind of), and aesthetics is what something looks like. They aren't really related. There is a huge difference between them.
Sorry if I came across as a little rude, but it was the best way I could think to answer your question.
No, you're not an idiot. Never call yourself an idiot
If you're asking the difference between "logic" and "aesthetic", here's my response:
I'd like to answer your question, with a question: Do you know what they are? You either don't know what logic is, don't know what aesthetic means or don't know what either means. If that's the case: You should know what logic is. I'm not going to explain it. Aesthetics, for lack of a better description, is basically what something looks like. Logic is how you do something(kind of), and aesthetics is what something looks like. They aren't really related. There is a huge difference between them.
Sorry if I came across as a little rude, but it was the best way I could think to answer your question.
"In those quiet moments, you come into my mind" - Liam Reilly
- StaleNacho
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Re: The difference between logic and aesthetic (need help PT
Logic being how I do something-- in this case, the effective boundaries that keep the player from falling through/ out of things.Eamonn wrote: I'd like to answer your question, with a question: Do you know what they are? You either don't know what logic is, don't know what aesthetic means or don't know what either means. If that's the case: You should know what logic is. I'm not going to explain it. Aesthetics, for lack of a better description, is basically what something looks like. Logic is how you do something(kind of), and aesthetics is what something looks like. They aren't really related. There is a huge difference between them.
Sorry if I came across as a little rude, but it was the best way I could think to answer your question.
Aesthetic being what the player perceives to be the purpose for their safety, such as dirt floor-- not a shape drawn from love.graphics.
When my friends and I talk about game design we've come up with this very loose layman's terminology for the work programmers do as "logic" so in one situation we might say the "logic" on a projectile sucks-- even though when I'm speaking to people more serious ( such as the ones on this board ) I should use terms like "hitbox" and "collision radius" or something more descriptive and less about my own personal jargon...
I've been in your place before: "You keep using that word. I do not think it means what you think it means." I've wanted to put it bluntly, but I can't be sure it'll be received well. I am not offended, and I totally understand that you wanted to help and are a bit perplexed by the way I had previously described things
I hope this helps you help me xD Sorry about that.
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Re: The difference between logic and aesthetic (need help PT
This quote seems to make sense to me, I hope I'm not tarded D:StaleNacho wrote: But adding graphics in LÖVE is another trick. Would I be left making small image files and placing them perfectly over my table-drawn rectangles? Or is there some sort of function that would lay an image over a shape?
I was really asking-- what sort of graphical techniques are there to make the illusion of presentation. I understand that in 3D games there are models that accept meshes/textures and that whole system is very simple and streamlined in some engines/kits. But with 2D what method am I left with to apply texture with pixel-precision? My original post reflects on a possible solution to laying graphics-- simply loading an image over a certain coordinate.
Re: The difference between logic and aesthetic (need help PT
Without code I don't know if I understand your question at all, but love.graphics.draw can take an image as the first argument and the remaining arguments for position, rotation, scale, etc. Something along these lines.
Code: Select all
local function createPlayer(x, y, img)
return { x = x or 0, y = y or 0, img = img }
end
local player
function love.load(arg)
player = createPlayer() --however you do this the player should have an x and y co-ordinate and it should be a table
player.img = love.graphics.newImage('path/to/filename')
end
function love.update(dt)
player.x = player.x - (10 * dt) --changes the position each update
end
function love.draw()
--to change where player is drawn just change the player.x, player.y values
love.graphics.draw(player.img, player.x, player.w)
end
Last edited by szensk on Tue Aug 27, 2013 4:47 am, edited 1 time in total.
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Re: The difference between logic and aesthetic (need help PT
Thanks for the input... I guess I'm just really illiterate as far as working with Lua and LÖVE goes.szensk wrote:Without code I don't know if I understand your question at all, but love.graphics.draw can take an image as the first argument and the remaining arguments for position, rotation, scale, etc. Something along these lines.
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Re: The difference between logic and aesthetic (need help PT
The following video should help you understand the difference:
(EDIT: for some reason the video embed doesn't seem to render ok on my computer. I'm leaving a direct link to the video just in case: http://www.youtube.com/watch?v=sA18jodKPFs )
That's Street Figher in hitbox mode. Hitboxes are what the program internally uses to determine who hits who.
In Street Fighter, the visual representation of the players has no connection with the game's logic. The aesthetic is there to help humans relate with it. For the machine, the players are just moving lumps of rectangles.
You would be surprised at the amount of games that are just that - lumps of rectangles moving around and intersecting.
(EDIT: for some reason the video embed doesn't seem to render ok on my computer. I'm leaving a direct link to the video just in case: http://www.youtube.com/watch?v=sA18jodKPFs )
That's Street Figher in hitbox mode. Hitboxes are what the program internally uses to determine who hits who.
In Street Fighter, the visual representation of the players has no connection with the game's logic. The aesthetic is there to help humans relate with it. For the machine, the players are just moving lumps of rectangles.
You would be surprised at the amount of games that are just that - lumps of rectangles moving around and intersecting.
When I write def I mean function.
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