Search found 139 matches
- Fri Sep 09, 2016 1:15 pm
- Forum: Support and Development
- Topic: Pathfinding
- Replies: 4
- Views: 3118
Re: Pathfinding
Kayle, what I used in a similar scenario was ActorAI:move() if not path then return end local tx = path[2].x local ty = path[2].y --then call whatever(tx,ty) end I assume 1) you're using jumper so your node to move is 2nd, since 1st node is your start position and 2) you have a function to handle ch...
- Fri Sep 09, 2016 1:11 pm
- Forum: Games and Creations
- Topic: Porting my own Veins of the Earth to LOVE
- Replies: 90
- Views: 54953
Re: Porting my own Veins of the Earth to LOVE
Okay, thanks to spacegame I've now got a working version. The goof was in player-actor inheritance, not in placement itself.
Time to go code the inventory... or make objects useful. Or something!
Time to go code the inventory... or make objects useful. Or something!
- Fri Sep 09, 2016 9:15 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 755767
Re: Simple Tiled Implementation - STI v0.16.0.3
How many layers do you have, Scottbert? Might be you're running into the same issue I had - count your layers and add the sprites after them, so if you have 2 layers you make sprites the 3rd.
- Thu Sep 08, 2016 6:53 pm
- Forum: Games and Creations
- Topic: Porting my own Veins of the Earth to LOVE
- Replies: 90
- Views: 54953
Re: Porting my own Veins of the Earth to LOVE
Some more tests of area generation. Looks like player placement sometimes gets weird in the test case. Can anyone test and help me fix the bug where 1) mouse click to go doesn't work and 2) player tile on map gets doubled? I think I know the reason (game thinks the player is at 1,1 while it's not) b...
- Thu Sep 08, 2016 7:04 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 755767
Re: Simple Tiled Implementation - STI v0.16.0.3
Karai, thanks for the help
- Wed Sep 07, 2016 7:26 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 361042
Re: Löve Frames - A GUI Library
He only moved it to his own site's repo. And considering he's the creator of both, i don't think you can actually believe such circular logic that the creator started working on a new library because he deleted his old one...? :crazy: I'm sorry I misread something. Not a native speaker of English :(
- Wed Sep 07, 2016 4:36 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 755767
Re: Simple Tiled Implementation - STI v0.16.0.3
I copied the code examples, and it's not working. See the .love I attached to an earlier post.
- Wed Sep 07, 2016 3:25 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 755767
Re: Simple Tiled Implementation - STI v0.16.0.3
Why isn't this mentioned anywhere in the tutorial? I followed the tutorial exactly, twice, every time with the same result (or lack of one).Karai17 wrote:For custom layers, you need to create your own callbacks.
- Wed Sep 07, 2016 2:56 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 755767
Re: Simple Tiled Implementation - STI v0.16.0.3
I walked through the code with the Zerobrane debugger, it seems that the "sprites" layer doesn't have the draw() function at all. Any ideas why that would happen, I was just following the tutorial.
- Wed Sep 07, 2016 2:39 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 361042
Re: Löve Frames - A GUI Library
I am also wondering why this new library is needed. LoveFrames is one of the greatest gui library that every love2d users want. I thought the design of LoveFrames is fine, maybe there are other reasons. Reading through the topic, I think the reason is LoveFrames repo got deleted :( You can only get...