Search found 909 matches

by Karai17
Wed Feb 24, 2021 4:19 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 851
Views: 372867

Re: Simple Tiled Implementation - STI v1.2.3.0

You want to use the xy coordinates of your box2d object to draw your image on top
by Karai17
Tue Jan 12, 2021 11:22 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 851
Views: 372867

Re: Simple Tiled Implementation - STI v1.2.3.0

Yeah I think something wonky happened to the isometric code at some point and i'm not sure when that happened.. i haven't had much time to look into issues with STI as of late but if you want to poke around the coordinate code and see if something is up, i'd certainly accept a PR that fixes it!
by Karai17
Mon Nov 02, 2020 11:34 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 851
Views: 372867

Re: Simple Tiled Implementation - STI v1.2.3.0

I suppose you could look at the bump plugin as a reference since it should be very similar to what you need.
by Karai17
Fri Oct 16, 2020 9:30 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 851
Views: 372867

Re: Simple Tiled Implementation - STI v1.2.3.0

The general problem that I can see is that STI needs to control the graphics state to draw the map correctly when transformed, and Luven's camera (as most cameras) also tries to control the graphics state, seemingly causing a conflict. When I removed luven's state-affecting function calls, both the ...
by Karai17
Fri Oct 16, 2020 5:18 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 851
Views: 372867

Re: Simple Tiled Implementation - STI v1.2.3.0

Obviously not the answer you were hoping to hear, but I'm not trying to be rude or mean here. Luven as it is currently designed seems to have a lot of unnecessary code and a bloated API that doesn't really do much. The functionality of Luven seems to be fine enough, just the way in which one would a...
by Karai17
Fri Oct 16, 2020 12:48 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 851
Views: 372867

Re: Simple Tiled Implementation - STI v1.2.3.0

So a few things: 1) Lua's module paths are NOT filesystem paths! You want to use dots instead of slashes when you require files. 2) You're using so many globals that it's impossible to really determine exactly what anything is doing, I'd highly recommend using locals for everything that you can, inc...
by Karai17
Sat Sep 26, 2020 10:08 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 851
Views: 372867

Re: Simple Tiled Implementation - STI v1.2.3.0

I'm glad you found a solution. :)
by Karai17
Wed Sep 23, 2020 9:58 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 851
Views: 372867

Re: Simple Tiled Implementation - STI v1.2.3.0

Code: Select all

function love.resize(w, h)
   map:resize(w, h)
end
by Karai17
Wed Sep 23, 2020 9:16 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 851
Views: 372867

Re: Simple Tiled Implementation - STI v1.2.3.0

Hm. It should be scaling the draw and drawing it to the normal sized canvas. Are you adjusting the window size at all? If you adjust the window size, you need to resize the canvas using map:resize(). You are calling resize right after creating the map, you don't need to do that, it should automatica...
by Karai17
Sat Aug 22, 2020 1:54 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 851
Views: 372867

Re: Simple Tiled Implementation - STI v1.2.3.0

Are you sure you are using the correct relative path for the map file? For example, may it be in a folder and not on the root of the game's directory?