Search found 24 matches

by JuanjoSalvador
Fri Apr 24, 2020 1:08 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 826
Views: 260412

Re: Simple Tiled Implementation - STI v1.2.3.0

pgimeno wrote:
Thu Apr 23, 2020 11:46 pm
If you call collectgarbage() manually, the canvases are removed immediately.
This works too. No need to call my custom :release() for canvas everytime I load a new map, just collectgarbage() and go.
by JuanjoSalvador
Thu Apr 23, 2020 11:00 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 826
Views: 260412

Re: Simple Tiled Implementation - STI v1.2.3.0

Related: https://love2d.org/forums/viewtopic.php?p=231860#p231860 That was I thought. But the canvases are created by STI, so... I can hack the library to add my own release() function into the old canvas. In fact, I added my own function, but only can release one of the two created canvas. I'm hol...
by JuanjoSalvador
Thu Apr 23, 2020 9:30 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 826
Views: 260412

Re: Simple Tiled Implementation - STI v1.2.3.0

Question about STI, sorry if already answered, I didn't found anything... I'm trying to write a lazy-loader for different maps into a platformer game. Maps are made with Tiled and loaded into Love2D with STI (btw, thanks for this module @Karai17!), at this point I realized that everytime I switch to...
by JuanjoSalvador
Thu Apr 23, 2020 9:04 pm
Forum: General
Topic: Is there a way to completly develop on Android ?(Tablet)
Replies: 4
Views: 827

Re: Is there a way to completly develop on Android ?(Tablet)

Hmm... you're right steve, I didn't notice that.
by JuanjoSalvador
Tue Apr 21, 2020 9:26 pm
Forum: General
Topic: Is there a way to completly develop on Android ?(Tablet)
Replies: 4
Views: 827

Re: Is there a way to completly develop on Android ?(Tablet)

TL;DR: there is solutions for all these questions, but they're not the best choice. Maybe. I remember using SourceLair (online code editor) few years ago to make my highschool exercises from an Android tablet, but it was back on 2014... Today, there is some code editors for Android like DroidEdit, i...
by JuanjoSalvador
Mon Apr 20, 2020 5:37 pm
Forum: General
Topic: What code editor do you use ?
Replies: 170
Views: 88472

Re: What code editor do you use ?

Awww... ye olde editor discuss.

I'm using neovim. Fight me.
by JuanjoSalvador
Sun Apr 19, 2020 3:51 pm
Forum: Libraries and Tools
Topic: boon - A build tool for LÖVE
Replies: 11
Views: 15024

Re: boon - A build tool for LÖVE

Oh, that's really interesting... Currently I'm only able to build for Windows and Linux, because these are my operative systems, so I was looking for a way to build for macOS (an .app file?)... I'm adding it to my CI script, thanks again!
by JuanjoSalvador
Sat Apr 18, 2020 5:08 pm
Forum: Libraries and Tools
Topic: boon - A build tool for LÖVE
Replies: 11
Views: 15024

Re: boon - A build tool for LÖVE

I'm using a Makefile for make my builds (also TravisCI to test and build), so I don't get the point of a build tool. Anyway, it seems pretty nice, I'm going to install and start to use it :)
by JuanjoSalvador
Fri Apr 17, 2020 6:25 pm
Forum: Support and Development
Topic: Get the direction of a current collision
Replies: 2
Views: 412

Re: Get the direction of a current collision

I had a workaround by setting the restitution of the walls to 0.8, so the player would be never stucked them, but switching the order of the world:update() works better! All the player's update functions are into the map:update(), following the STI guidelines (but not my cup of tea, to be honest). T...
by JuanjoSalvador
Fri Apr 17, 2020 5:01 pm
Forum: Support and Development
Topic: Get the direction of a current collision
Replies: 2
Views: 412

Get the direction of a current collision

Hi! I'm working on a gravity-based puzzle game, which actually is like any platformer but without the jumping skills, instead of jump, you can invert of the gravity. I'm using the love.physics to set movement and collisions, also Tiled and STI to create the maps, so to set which tiles are ground and...