So, first of all, I'm only showcasing an alpha because I wanna see how my coding is going on, and I think you guys may help me with that. It's the first game that I have developed to this high of a level, and I'm kinda proud of it. See what you guys think
Mermersk wrote:It's a really nice prototype! The collision works very well. Did you just draw the map or are you using some tile-painting-software ?
I'm using Tiled to create the maps, then Advanced Tiled Loader to load them into Love. It's a bit like the tutorial on ExplodingRabbit, but just with my own style to it. I did the graphics myself, and the character is just a square at the moment. And thank you by the way! It means a lot that you like it!
If I seem aggressive, It's because of my head. Not me. Please do the best you can to deal with it, it's not my fault I'm the way I am.
I had some trouble running it though, First i tried with löveliness, Got me an error, So i downloaded the .love and it worked the first time, Tried to run it again and got the same error. So i extracted the zip and ran it by dragging the folder over the löve executable, And i got the rubber piggy.
I suspect those issues have nothing to do with your game though, I am running os x 10.9 (mavericks) and i recall seeing a post talking about löve having some compatibility issues with it.
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.
in main.lua.
Basically if frame number is larger than the actual number of frames (which you do not check for in player/SpriteAnmation.lua), you get nil instead of a quad.
Tha fix is either to check for number of frames, or change random value to 1 ("frame=1" in player/coin.lua)