...and you believe that just because you read it on the internet?Deecodeuh wrote:Edit: YAY! I'm no longer a prole!
Search found 81 matches
- Sat Apr 17, 2010 5:27 am
- Forum: General
- Topic: Avatars disabled
- Replies: 5
- Views: 2299
Re: Avatars disabled
- Sat Apr 17, 2010 5:14 am
- Forum: Games and Creations
- Topic: Top-Down City With Depth
- Replies: 36
- Views: 19962
Re: Top-Down City With Depth
Also there seems to be a depth issue. When you view from the left of the black tall building up top, you can see the west-side wall of the building to the right of the black building goes OVER the roof... hehe. Ok, seems that every building to the right takes drawing precedence over its left-hand n...
- Sat Apr 17, 2010 4:48 am
- Forum: Games and Creations
- Topic: Top-Down City With Depth
- Replies: 36
- Views: 19962
Re: Top-Down City With Depth
Can you screencap that for me because I've not had that issue.
- Fri Apr 16, 2010 4:25 pm
- Forum: Libraries and Tools
- Topic: Double Origin Graphing
- Replies: 10
- Views: 6026
Re: Double Origin Graphing
This crashes every time I try and use it. As it says generating graph Love closes ad I get the OSX "program has quit unexpectedly" message. Is this just me or have other OSX users had this happen?
- Thu Apr 15, 2010 11:29 am
- Forum: Games and Creations
- Topic: Top-Down City With Depth
- Replies: 36
- Views: 19962
Top-Down City With Depth
This is something I'd been working on the past couple of days. I had the idea of adding depth to a birds-eye-view city. To do this I knew I had to design a way to offset the tops of the buildings based on player location and have them move independently to the streets. Because of the popularity of G...
- Mon Apr 12, 2010 10:11 am
- Forum: Support and Development
- Topic: Units on an Isometric Grid?
- Replies: 7
- Views: 6920
Re: Units on an Isometric Grid?
Can you make a .love file of this project and upload it for us to tinker with?
- Sun Apr 11, 2010 12:26 pm
- Forum: Support and Development
- Topic: SpriteBatch:add
- Replies: 6
- Views: 2337
Re: SpriteBatch:add
ok, thanks.
I asked because on the wiki it doesn't actually mention what it is being added
The arguments start with the x position, not with what you're adding.
I asked because on the wiki it doesn't actually mention what it is being added
Code: Select all
SpriteBatch:add( x, y, r, sx, sy, ox, oy )
- Sun Apr 11, 2010 12:15 pm
- Forum: Support and Development
- Topic: SpriteBatch:add
- Replies: 6
- Views: 2337
Re: SprtieBatch:add
I understand newSpriteBatch, so I'm assuming you can't add a spritebatch to a new one. My question in a nutshell is "what's the difference between SpriteBatch:add and SpriteBatch:addq?"
- Sun Apr 11, 2010 11:37 am
- Forum: Support and Development
- Topic: SpriteBatch:add
- Replies: 6
- Views: 2337
SpriteBatch:add
I'm a bit confused by SpriteBatch:add and how to use it. Unlike SpriteBatch:addq it doesn't state what it is you're adding to the spritebatch, just what "its" position, rotation, scale is etc. The reason I ask is because I've picked a tilesheet to bits and from the quads have made differen...
- Sun Apr 11, 2010 11:32 am
- Forum: General
- Topic: And We're Back... Again
- Replies: 13
- Views: 3905
Re: And We're Back... Again
You just ruined my day... and potentially my life
(read: my avatars must be cached since I can see most of them)
(read: my avatars must be cached since I can see most of them)