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Re: Box-Head Adventures - A physics based platform game, Updated

Posted: Thu Sep 24, 2009 2:41 pm
by Robin
F687/s wrote:If anyone who isn't a hacker can propose a better solution, feel free, and please add it to the wiki or something for the world to enjoy. ;-)
Wasn't the standard way of dealing with this looking as updates per second? As in:

Code: Select all

speed = 3 -- units/s
x = 0
function update (dt)
    x = x + speed * dt
end
(you get the point)

Re: Box-Head Adventures - A physics based platform game, Updated

Posted: Thu Sep 24, 2009 3:26 pm
by kalle2990
But, it's using world:update(dt) :|
Can you please explain why it doesn't act the same at diffrent PC's?

Re: Box-Head Adventures - A physics based platform game, Updated

Posted: Thu Sep 24, 2009 3:49 pm
by F687/s
Wasn't the standard way of dealing with this looking as updates per second?
*fail*

On a side note, I ran the system on my croddy 512MB P4 laptop from the last decade and on my current machine and it ran the same. So, at least for me, it's working just fine. (Maybe it's just everyone else besides you. ;-)

Re: Box-Head Adventures - A physics based platform game, Upd

Posted: Mon Jan 23, 2012 7:32 pm
by rokit boy
dammit blackscreen

Re: Box-Head Adventures - A physics based platform game, Upd

Posted: Mon Jan 23, 2012 8:37 pm
by MarekkPie
This was designed for Love 0.5.0, which Love has probably changed significantly since then.