Search found 444 matches
- Wed Dec 14, 2011 9:26 pm
- Forum: Support and Development
- Topic: Tree generation from quads.
- Replies: 4
- Views: 929
Re: Tree generation from quads.
Something like this? function drawTrees() for i = 1, #map do for l = 1, #map do if map[i][l] ~= 0 then love.graphics.drawq(images.treetest, quads[map[i][l]], mapToWorld(l-1, i-2)) end end end end Now I feel dumb, though yeah it worked great. Thanks Robin :)
- Wed Dec 14, 2011 9:15 pm
- Forum: Games and Creations
- Topic: Scary Monsters
- Replies: 113
- Views: 49776
Re: Scary Monsters
Haha, thanks guys! Winter sucks and it seems like I might have more free time than I thought, so as long as my million questions don't bother anyone then I'll definitely get something done.
- Wed Dec 14, 2011 8:16 pm
- Forum: Support and Development
- Topic: Tree generation from quads.
- Replies: 4
- Views: 929
Tree generation from quads.
So, I have these trees generating as I want them to, the only issue is that it's with single images and the code is kind of ugly and not really universal. This is what I have http://d.pr/YZYR Basically I have a tile grid of all 0's, and any tile that is a 1 has this tree drawn on it. function drawTr...
- Wed Dec 14, 2011 6:29 pm
- Forum: Support and Development
- Topic: generating objects on a tile grid in a specific order
- Replies: 2
- Views: 865
Re: generating objects on a tile grid in a specific order
Something like this? function copyInto(mainTable, subTable, i, j) for ii = 1, #subTable do for jj = 1, #subTable[1] do mainTable[ii+i][jj+j] = subTable[ii][jj] end end end You would use it like: copyInto(map, town, 3, 2) Haven't tested it, and it does not check whether it fits, but it should genera...
- Wed Dec 14, 2011 5:42 pm
- Forum: Support and Development
- Topic: generating objects on a tile grid in a specific order
- Replies: 2
- Views: 865
generating objects on a tile grid in a specific order
Basically what I want to do is this. Say for example this is my tile map: map = { { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 } } ...
- Wed Dec 14, 2011 4:57 pm
- Forum: Support and Development
- Topic: Tiling an image
- Replies: 3
- Views: 2383
Re: Tiling an image
See, say you have a game window of 640x480, that's going to be 80x60 tiles or 4,800 tiles per frame. 320x240 would be only 1200, but it's still a lot. A normal game would be 640x480 with 32 pixel tiles or 320x240 with 16 pixel tiles, which would only be a display grid of 20x15 or 300 which is child...
- Wed Dec 14, 2011 5:46 am
- Forum: Support and Development
- Topic: Tiling an image
- Replies: 3
- Views: 2383
Tiling an image
So. This is the start of my stupid questions. I want to tile the same 64x64 land image across a set width and height. Is there an easy way to do this? I'm kind of over-thinking it and if someone doesn't give me a hand I'm going to end up using tables in an extremely long an inefficient process to ge...
- Wed Dec 14, 2011 4:34 am
- Forum: Games and Creations
- Topic: Scary Monsters
- Replies: 113
- Views: 49776
Re: Scary Monsters
So, for anyone interested (which is probably not a lot) I'll be continuing this on my own for now. As my programming skills are awful at best be sure to see some really stupid questions being asked in the support forum. Will continue to update this thread!
- Sun Nov 27, 2011 3:35 pm
- Forum: Games and Creations
- Topic: Scary Monsters
- Replies: 113
- Views: 49776
Re: Scary Monsters
Of course you could also release a few of those designs to us, maybe someone wants to pick it up. Looks like plenty of people want to pick this one up, for instance. Again, I wouldn't want to release my artwork to something that won't be finished, nor do I relish the thought of it being spread arou...
- Sun Nov 27, 2011 2:47 pm
- Forum: Games and Creations
- Topic: Scary Monsters
- Replies: 113
- Views: 49776
Re: Scary Monsters
Wait, what? And what's happening to all the stuff you DID make? Absolutely nothing, I have so many games designed that have never seen the light of day. This will get added to the pile of design-finished, un-finished games. If I were a better programmer I'd have released a dozen, quality games. Unl...