Yea I remember there being a bug with it, I will look into it and get back to you. [import]uid: 5833 topic_id: 4786 reply_id: 15458[/import]
New tutorial on animated characters is up http://justaddli.me/tutorial.php?t=0&id=11 - next on the to-do-list is collectible items using collision handlers. [import]uid: 5833 topic_id: 4786 reply_id: 15615[/import]
In less than 5 minutes I have now added collectible items to that previous tutorial, it’s nice when things become easier and easier.
I should be writing up the new tutorial sometime today or tomorrow if my schedule allows. [import]uid: 5833 topic_id: 4786 reply_id: 15618[/import]
New tutorial for collectibles is up - http://justaddli.me/tutorial.php?t=0&id=12 [import]uid: 5833 topic_id: 4786 reply_id: 15682[/import]
Ahh my head is exploding. So much to learn so little time. Wish I was 20 years younger!
Wait, this thing is so easy. Its making me feel like a software guru. Thank you so very much! [import]uid: 11904 topic_id: 4786 reply_id: 15683[/import]
New tutorial idea… Let there be sound!!! And some Parallax stuff would be nice too! [import]uid: 11904 topic_id: 4786 reply_id: 15696[/import]
+1 for the parallax [import]uid: 7856 topic_id: 4786 reply_id: 15707[/import]
Since I’m doing an ‘rpg’ like game, could you do another tutorial like so?
seems like the same criteria will apply, except you need to add a ‘top/bottom’ arrow.
Just a thought (since this topic is just for that…tutorial requests
RD [import]uid: 7856 topic_id: 4786 reply_id: 15710[/import]
Sound is a very interesting idea as I could either show how to use properties etc like before to then hook up some code in your game to actually play the sound or I’m having an idea for another possible far more reaching possibility.
Imagine you want a sound to be played when your player touches a certain tile, would you like to be able to have a property that directly tells Lime to play this sound all from a property without ever adding code? Sort of like a callback. The properties could be something like this:
registerCollisionCallback: playSound(“IsPlayer”, “explode.caf”)
Lime would then see this property and register the fact that when this item collides with a tile with the property IsPlayer it will play the explode sound effect.
This could then be expanded with other helper functions in the future.
Naturally this would take longer than just showing a similar tutorial to the pickup one but for sound.
A parallax tutorial will be coming when I sort out a few current issues with the parallax code.
An RPG type tutorial is also a very good idea, bit of a nice change of pace from the Platformer stuff. [import]uid: 5833 topic_id: 4786 reply_id: 15727[/import]
You’re spot on for the sound. It would be great to be able to hookup more to the Tile properties & collisions. This could also be the way to trigger external effect library functions such as those provided by the Particle Candy. [import]uid: 11904 topic_id: 4786 reply_id: 15733[/import]
I will put some proper thought into it as I agree it could be pretty useful if it’s flexible. [import]uid: 5833 topic_id: 4786 reply_id: 15830[/import]
Graham,
One tutorial would be moving the map with touch? i.e… dragging it about
Or I’d be happy with any advice on how to do it
Cheers!
Rob
[import]uid: 12431 topic_id: 4786 reply_id: 15858[/import]
Yep, I will add that one to the list. Should be a fairly short tutorial as well ( I hope ) [import]uid: 5833 topic_id: 4786 reply_id: 15866[/import]
New tutorial is up - http://justaddli.me/tutorial.php?t=0&id=13 - get the new drop for the new functions. [import]uid: 5833 topic_id: 4786 reply_id: 15945[/import]
Is possible we could get a basic RPG tutorial going? Camera movements, obstacles avoidance/ prevent player from walking through walls, hills, etc… I imagine it’s similar to what you have done so far, but for a newb like me I could use the extra help. Thanks. All the others are great. [import]uid: 53149 topic_id: 4786 reply_id: 36348[/import]
In the next version there will be a new Isometric sample that shows off movement, camera and unpassable tiles so I will try to make a regular style map with those same features as well. Will then try to write some tutorials for them. Thanks for the suggestion! [import]uid: 5833 topic_id: 4786 reply_id: 36350[/import]
@GrahamRanson - That sound great! Do you know when this will be? Actually the Ortho view you have for the “Moving a map via touch” works for what I am trying to do. How can I add a wall with physics property so that the player cannot through it?
If you could just give me an example of how I could add a player (you can use a rect for the player) and rect for the wall. And show me how using Lime I could move the player relative to the background and not being able to go through the wall.
I tried this using Corono and I have the player and background as they should, but the player keep going through the wall despite having physics body on both. (Wall = static" and player = “dynamic” with 0 gravity so the player don’t fall
Thanks
[import]uid: 53149 topic_id: 4786 reply_id: 36351[/import]
@spenggong - Have you given both the Wall and player the HasBody property as well as the bodyTypes you have mentioned? How are you moving the player? setLinearVelocity, applyLinearImpulse, and applyForce should all not allow the player to pass through. [import]uid: 39394 topic_id: 4786 reply_id: 36371[/import]
@ slojoe1559 - I used the code below to move my player:
local function moveCamera ()
if(p.x > 80 and p.x < 1024) then
levelMap.x = -p.x + 20
end
if(p.y > 80 and p.y < 1024) then
levelMap.y = -p.y + 20
end
end
–
– Movex player to last touch coordinate
local moveP = function ()
transition.to(p, {time = 2000, x = eventX, y = eventY, true } )
end
–
local l = function ( event )
if(event.phase == “ended”) then
eventX = event.x
eventY = event.y
moveP ()
end
end
Am I going about this wrong? Should I be using setLinearVelocity, applyLinearImpulse? I am new to this.
Thanks for the help also [import]uid: 53149 topic_id: 4786 reply_id: 36377[/import]
@slojoe1559 first off thank you for your response. Sorry I cut into your sleep I understand now why I kept going through things. I was going about it the wrong way. thanks for clearing that up.
- If I am understanding you: The phys forces you mentioned linearImpulse/linearVel will naturally check for collision.
I’ll try to implement the nice calculations you have here and see what it does. I’ll start a new thread if it’s called for. Thanks a million again!
[import]uid: 53149 topic_id: 4786 reply_id: 36461[/import]