Search found 896 matches

by Karai17
Mon May 11, 2020 7:46 pm
Forum: Support and Development
Topic: love.graphics.draw are the x and y floats ? is floor needed ?
Replies: 7
Views: 486

Re: love.graphics.draw are the x and y floats ? is floor needed ?

Anything involving pixel coordinates needs to be floored.
by Karai17
Mon May 11, 2020 7:44 pm
Forum: Support and Development
Topic: adding lua periphery library
Replies: 2
Views: 258

Re: adding lua periphery library

You basically can't do this on Windows. You need to compile the C module on Linux and do other Linuxy things to get it working. This also seems to be built for Lua 5.3 and may no tbe compatible with LOVE (LuaJIT aka Lua 5.1 + some other stuff).
by Karai17
Thu Apr 23, 2020 10:49 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 817
Views: 222316

Re: Simple Tiled Implementation - STI v1.2.3.0

Hm. It would seem that luajit isn't properly removing canvases when they are dereferenced. I'll have to look into this. I can call :release() on canvases when they are knowingly being tossed, such as when resizing the window, but I may need to add some sort of destroy function to a map to properly c...
by Karai17
Wed Apr 22, 2020 6:20 pm
Forum: Libraries and Tools
Topic: LÖVE3D
Replies: 201
Views: 74328

Re: LÖVE3D

I am unsure, I've not used that before. However, I don't see why it wouldn't work.
by Karai17
Fri Feb 21, 2020 8:40 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 817
Views: 222316

Re: Simple Tiled Implementation - STI v1.2.3.0

Yeah, custom layers are just layers that you dump your own data into. You can use one layer for tonnes of objects, it just allows you to order the draws so that your objects draw over and under other layers correctly. As for the crash, I am uncertain about that. Can you share a .love example I can t...
by Karai17
Fri Feb 21, 2020 1:47 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 817
Views: 222316

Re: Simple Tiled Implementation - STI v1.2.3.0

Once you init the collision world, you'd need to add new collision data to the world manually. You can swap tiles in and out of layers visually, but no collision data will be added by doing that. Basically, STI provides a graphical representation of your physics world, but they are otherwise indepen...
by Karai17
Thu Feb 20, 2020 1:01 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 817
Views: 222316

Re: Simple Tiled Implementation - STI v1.2.3.0

For your collision issue, I don't think you're actually adding the player to your physics world. box2d_init parses the map into a physics world, but you will need to then add your player to that world manually. I believe the process here is to create a new fixture and shape but it's been a while sin...
by Karai17
Mon Feb 17, 2020 3:44 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 817
Views: 222316

Re: Simple Tiled Implementation - STI v1.2.3.0

can you send me a .love file that i can test with?
by Karai17
Sun Feb 16, 2020 7:51 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 817
Views: 222316

Re: Simple Tiled Implementation - STI v1.2.3.0

Hm... very strange. Are you using a release version of STI or the master branch in github?
by Karai17
Wed Feb 05, 2020 7:56 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 817
Views: 222316

Re: Simple Tiled Implementation - STI v1.2.3.0

What I meant was that they *shouldn't* be globals, but the way you've defined them, they are. Globals are bad except in extremely specific cases and you should do your best to avoid them at almost all costs.