Search found 94 matches
- Tue Nov 29, 2016 1:42 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1488364
Re: What's everyone working on? (tigsource inspired)
Inspired by the 3D viewer posted recently, I tried my hand at making my own renderer for it. 3d1.gif It's pretty optimized with spritebatches for each model. The camera is pretty much done as well. It translates each model correctly, and z-sorts them all as well. I can also turn ImageData into mode...
- Sun Nov 27, 2016 3:37 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 730241
Re: Simple Tiled Implementation - STI v0.16.0.3
Oh, thank you so much. That's how I did it: Change in STI's :setSpriteBatches (I created the layer.tiles table in the function's beginning): table.insert(layer.tiles, { tileset = self.tilesets[tile.tileset].image, gid = tile.gid, x = tileX, y = tileY, z = tileY, r = tile.r, oy = 0, quad = tile.quad,...
- Sun Nov 27, 2016 12:20 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 730241
Re: Simple Tiled Implementation - STI v0.16.0.3
https://github.com/karai17/Simple-Tiled-Implementation/blob/master/sti/init.lua#L449 You can access all individual tile instances through here. Well, I tried this. I modified STI first: table.insert(self.tileInstances[tile.gid], { layer = layer, batch = batch, id = id, gid = tile.gid, x = tileX, y ...
- Sat Nov 26, 2016 2:11 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 730241
Re: Simple Tiled Implementation - STI v0.16.0.3
Well, I'm having some trouble here. Currently I'm controlling how each layer is drawn. I do something like this: draw_all_bottom_layers draw_sprites draw_all_top_layers This works just fine, but since I'm working in a topdown rpg I need something else. I'd like to control how each tile in a layer is...
- Thu Nov 24, 2016 12:13 am
- Forum: Libraries and Tools
- Topic: [library] bump.lua v3.1.4 - Collision Detection
- Replies: 227
- Views: 123629
Re: [library] bump.lua v3.1.4 - Collision Detection
Is there a way I can edit the rectangle's position inside the world? For instance, I need the bounding box to be 6 pixels to the right and down to make it work with my graphic, so I did this: world:update(player, player.x+6, player.y+6) However, this seems to bug my collision detection. It acts as i...
- Wed Nov 23, 2016 5:13 pm
- Forum: Libraries and Tools
- Topic: [library] bump.lua v3.1.4 - Collision Detection
- Replies: 227
- Views: 123629
Re: [library] bump.lua v3.1.4 - Collision Detection
I was struggling with collisions for a while (using HC and programming my own module), but this lib saved me from a lot of trouble I was going through. Thank you very much.
- Tue Nov 22, 2016 9:56 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 730241
Re: Simple Tiled Implementation - STI v0.16.0.3
Ah, sorry. Here it is.Karai17 wrote:The error message is cut off. Can you have him screen shot the whole error?
- Tue Nov 22, 2016 9:42 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 730241
Re: Simple Tiled Implementation - STI v0.16.0.3
I got an error using STI in Love for Android and I'd like to report it. I don't actually program love to mobile, but I friend of mine always tests our .love files in his cellphone and he got this one. Is there anything I can do?
- Mon Nov 14, 2016 5:01 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 409879
Re: "Questions that don't deserve their own thread" thread
[wiki]love.graphics.draw[/wiki]([wiki]Image[/wiki], x, y, 0, 128/[wiki](Image):getWidth[/wiki](), 128/[wiki](Image):getHeight[/wiki]()) Man, thanks. I haven't thought about using this division. [wiki]love.graphics.draw[/wiki]([wiki]Image[/wiki], x, y, 0, 128/[wiki](Image):getWidth[/wiki](), 128/[wi...
- Mon Nov 14, 2016 4:22 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 409879
Re: "Questions that don't deserve their own thread" thread
Quick question. I have an image of 100x100 pixels and I want to draw it in an area of 128x128 pixels (I want to stretch it to that exact size). What would be the easier way to do it?