Search found 18 matches

by fattymc03
Wed Feb 22, 2006 11:28 pm
Forum: PSP Lua Player Development
Topic: Analog stick question Help!
Replies: 10
Views: 5585

The problem is that it keep moves even if you have hit the red spot once. Suppose you run into it by pressing left. It won't actually display the new spot of your dot but it still moves the x0 and y0, so eventually it is past the red area and thats why it "jumps" over it. If you want it to...
by fattymc03
Tue Feb 21, 2006 11:16 pm
Forum: PSP Lua Player Development
Topic: The mouse allways ontop?
Replies: 6
Views: 3093

make sure you are clearing the screen every time thru the loop
by fattymc03
Tue Feb 21, 2006 6:50 am
Forum: PSP Lua Player Development
Topic: Using 2 .Lua's together
Replies: 5
Views: 2803

you want to use: require "filename.lua" at the top of your program

that kinda creates a package. you'll be able to access anything in filename.lua from whatever file you put that line in
by fattymc03
Tue Feb 21, 2006 6:46 am
Forum: PSP Lua Player Development
Topic: Analog stick question Help!
Replies: 10
Views: 5585

So, it stops you before entering the red area correct? If yes, the detection is working fine, its somewhere else in your code that is not enabling you to move. And you say you can't move at all once it reaches this red area. Like you can't move backwards. Does movement work perfect without reaching ...
by fattymc03
Tue Feb 21, 2006 3:05 am
Forum: PSP Lua Player Development
Topic: Analog stick question Help!
Replies: 10
Views: 5585

I'm not sure exactly where your problem is. Can we see your analogS() function. Also, this is a more efficient way to code your loop. You don't need that variable. while true do screen:clear() analogS() --- analog function that I have earlier in my code if bgC...
by fattymc03
Tue Feb 21, 2006 1:35 am
Forum: PSP Lua Player Development
Topic: lack of control in how often to redraw screen...?
Replies: 13
Views: 5024

thanks for all the help on this subject, everything has been helpful.. i do have a follup question to my original. it's hard for me to explain this but i'll try.. So, I'm trying to make a 2d side scrolling plane shooter game. In the main loop, it redraws the screen every pass through with updated po...
by fattymc03
Mon Feb 20, 2006 2:13 am
Forum: PSP Lua Player Development
Topic: lack of control in how often to redraw screen...?
Replies: 13
Views: 5024

thank you! is there a way to tell at what frame rate my program is running at?
by fattymc03
Fri Feb 17, 2006 1:58 am
Forum: PSP Lua Player Development
Topic: math equations to map out an objects path
Replies: 1
Views: 1474

math equations to map out an objects path

lets say i want to have an object come on screen and follow a certain path. like if i wanted it to follow y=x^2 where x > 0, so the object travels along a curve (right half of parabola). if i actually moved it along those returned x,y values the animation would of course become jumpy since x is incr...
by fattymc03
Tue Feb 14, 2006 5:29 am
Forum: PSP Lua Player Development
Topic: lack of control in how often to redraw screen...?
Replies: 13
Views: 5024

doesn't it automatically draw to the back buffer (with screen:blit()) until you say screen:flip()?
by fattymc03
Tue Feb 14, 2006 5:28 am
Forum: PSP Lua Player Development
Topic: game programming question on paths..?
Replies: 2
Views: 1735

thats what i kinda though, but i wasnt sure
by fattymc03
Tue Feb 14, 2006 3:39 am
Forum: PSP Lua Player Development
Topic: lack of control in how often to redraw screen...?
Replies: 13
Views: 5024

Yeah, I tried a timer, but that would only be used if I wanted it to move slower. Like right now, there is no timer and it just moves every time through the loop -- so thats like the maximum speed it moves (by moving 1 pixel) in the current loop. So adding a timer would only be useful if I wanted to...
by fattymc03
Tue Feb 14, 2006 2:32 am
Forum: PSP Lua Player Development
Topic: lack of control in how often to redraw screen...?
Replies: 13
Views: 5024

I guess your right, its not noticable. I guess the real issue is the background isnt moving in a separate thread and i'm afraid that once there is more code and calculations within that loop, it will move the background at a slower speed. It's like the speed of the background moving is based on how ...
by fattymc03
Mon Feb 13, 2006 11:50 pm
Forum: PSP Lua Player Development
Topic: game programming question on paths..?
Replies: 2
Views: 1735

game programming question on paths..?

I am making a 2d side scroller plane game. What is the best way to program the enemy planes to follow a certain path. I want to do it the most efficient way (ie, not hardcoding every single point in the path). Should I read it from some text file that somehow represents the path a plane would follow...
by fattymc03
Mon Feb 13, 2006 11:21 pm
Forum: PSP Lua Player Development
Topic: lack of control in how often to redraw screen...?
Replies: 13
Views: 5024

lack of control in how often to redraw screen...?

In my game, i'm moving the background (like a scrolling background 2d game). In my main WHILE DO loop, I just shift the background 1 pixel over. I have no timer when to do this, so it just does it everytime it goes through the loop. How can I actually control the speed and make it move faster, becau...
by fattymc03
Sat Feb 11, 2006 4:46 am
Forum: PSP Lua Player Development
Topic: How to detect diagonal on the directional pad..
Replies: 7
Views: 3781

mike haggars way worked fine.. thanks guys
by fattymc03
Sat Feb 11, 2006 2:13 am
Forum: PSP Lua Player Development
Topic: How to detect diagonal on the directional pad..
Replies: 7
Views: 3781

opps, sorry about the above post. i didnt realize i had a return statement in the wrong place. it works correctly now. i was wondering if you could explain the buttonmasks and when is the correct time to use them. thanks again.
by fattymc03
Sat Feb 11, 2006 2:09 am
Forum: PSP Lua Player Development
Topic: How to detect diagonal on the directional pad..
Replies: 7
Views: 3781

thanks for the quick response i appreciate it. that works, but its not that fluid. its like it moves in the direction of the first detected button. you have to press them both at exactly the same time to get it to move correctly, but it is not that fluid. are there any other solutions?
by fattymc03
Sat Feb 11, 2006 12:26 am
Forum: PSP Lua Player Development
Topic: How to detect diagonal on the directional pad..
Replies: 7
Views: 3781

How to detect diagonal on the directional pad..

How can I detect the pressing of a diagonal on the directional pad. Like pressing up and right at the same time.