• Harrison

    @JonB thanks for the help it worked as intended. I am currently re writing my game in Corona SDK which uses LUA as its scripting language. Corona SDK has a “dynamic scaling” feature to scale sprites ect on different devices resolutions but it isn’t very accurate and the code you sent works way better. If it’s possible could you please re-write the “size ratio” line in LUA for me?

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  • Harrison

    Hi, I have been using Pythonista for a while now and have made some decent 2D games and have a pretty good understanding. However lately I have wanted to make something different and when I found out that old games like wolfinstine and doom used raycasting I figured I’d give it a shot and try to make a game with a raycast engine/render. However even though I know how raycasting works and what it is I have no idea where to start. Does anyone have a example they could give me or a explanation that would push me in the right direction? Any comments would be appreciated.

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  • Harrison

    Thanks a lot this helps a bunch! I’ll start implementing this into my game whenever I can. Thanks again

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  • Harrison

    Cool but what do I have to do to tell scene to scale to that size?

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  • Harrison

    Hi, I’ve been using pythonista for a while now and have made some games with it one of which is on the App Store it’s called “Pixel Chase” in case any of you were wondering. Anyway I’m working on a game at the moment and it is nearing completion however I would like it to run on all iOS devices (eg all supported IPhones, IPads and ipods) but I don’t have any clue how to do this. Does anyone know how I can get my game to scale correctly all answers are appreciated.

    PS in case this matters my game is made on a iPad Air 2 so everything is hard coded to run on a 1024, 768 size screen.

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