you can see the camera class in action Camera uses triggers put in the tiled map.
Using liquidfun, tiled.
PS: liquidfun doesn't work the same on html5 (some collisions bug). The same code works fine on …
We can already make a scene using r3d and the obj class.
The ground, walls, houses, bins are different 3d objects.
The problem is arranging the 3D scene, I tried using tiled, that works but I have to work from a top down view and know the exact dim…
After experimenting with 3d I discovered I needed height field shape: https://wiki.giderosmobile.com/index.php/R3d.HeightFieldShape.new
Are you using it in your demo?
From the demo it seems each models are separated (trees, hills, ...) b…
godot is an open source game engine and they got unreal grant
gideros fits this category (the last one): Tool & Open-Source Developers
and as keszegh mentionned: "Are you making something awesome, but aren’t sure which category it falls under…
i also think it would be worth a shot.
"Are you making something awesome, but aren’t sure which category it falls under? Please apply."
@hgy29 with some minimal effort there is a chance that you get some funding to do what you already do anyhow.
here is rrraptor's camera class:
A camera which can follow any sprite using Clamp and Lerp functions.
Ideal for platformers, RPG, ...
self.camera = CameraCL.new(myappwidth, myappheight)
@rrraptor thank you will give it a try
and one that also looks awesome but for love2d:
@hgy29 like you did in Arthur & Aziliz at the beginning of the game, when the player jumps the camera doesn't move. The camera moves only when the player reaches a certain point. How can I do this please?
@hgy29 thank you for your answer.
I want my camera to follow the player but not when he jumps only when he goes up/down a hill/platform... I have read that you should reposition the camera only when the player lands on a platform by putting triggers…
PS: one problem though, if you move the mouse too quickly the tooltip will remain on screen, the same on mobiles!
There is also this tutorial by hgy29: https://wiki.giderosmobile.com/index.php/2D_Space_Shooter_Part_2:_Background
-- Compute screen bounds
@SinisterSoft oh la la I am really sorry I created two pages in the wiki that should be deleted
I was playing with the Pixel class and…
You can try to save your generated pixels to a texture then use it like hgy29 did. This will work for any size
I mean save the rt to a file in |D| or |T| and then use it as a texture.
I can't test your code right now, but may I suggest something?
From hgy29 space shooter tutorial on the wiki: https://wiki.giderosmobile.com/index.php/2D_Space_Shooter_Part_2:_Background
he uses a texture with wrap: