Search found 36 matches

by Eglaios
Sun Sep 12, 2021 9:07 pm
Forum: Support and Development
Topic: Optimal way for wasd movement, no diagonals?
Replies: 3
Views: 3691

Optimal way for wasd movement, no diagonals?

I want to make a sprite move using wasd on a 2d environment, but without diagonals. For this, I need more than a basic if-else due to priority : if I press "right" while "up" is already down, I'd want the sprite to go right, though depending on which keytest runs first, "rig...
by Eglaios
Sat Sep 11, 2021 7:27 pm
Forum: Support and Development
Topic: Worth using love physics for basic rpg-like map?
Replies: 6
Views: 3840

Re: Worth using love physics for basic rpg-like map?

There's also a Bump plugin. Bump is much simpler. I gave a try on bump and figured quite a few things (I realized I had to download Bump apart because I thought the bump.lua in STI plugins folder would already contain everything :| ) Do you know if I could make interaction detection on the map thro...
by Eglaios
Sat Sep 11, 2021 7:32 am
Forum: Support and Development
Topic: Worth using love physics for basic rpg-like map?
Replies: 6
Views: 3840

Re: Worth using love physics for basic rpg-like map?

A chessboard like tilemap that doesnt move> overkill Free angles and moving objects on a not tiled floor> maybe. I guess I'm better not going too complicated for now so I'll try avoid physics, then... [phew!] Take the position of a wall, x and y, divide it by its size and round the number and then ...
by Eglaios
Sat Sep 11, 2021 4:16 am
Forum: Support and Development
Topic: Worth using love physics for basic rpg-like map?
Replies: 6
Views: 3840

Worth using love physics for basic rpg-like map?

I'm still working (and learning) on tilemaps with Simple Tiled Implementation ... So that takes care of all my map's data, then about world interactions, it's designed to work with love.physics (has some plugins included to manage that) Though, I was only planning basic actions in the map : Collisio...
by Eglaios
Tue Sep 07, 2021 2:31 am
Forum: Support and Development
Topic: [Solved] Pixels dimensions not constant with setFilter("nearest","nearest")
Replies: 6
Views: 5051

Re: Pixels dimensions not constant with setFilter("nearest","nearest")

Well... Big brain me happened to forgot to set the hero's sprite setFilter to "nearest"...

...And it works! Thank you all for your support, I'm kind of impressed of the help I could get over there!
(And I hope I won't abuse of it)
by Eglaios
Mon Sep 06, 2021 9:58 pm
Forum: Support and Development
Topic: [Solved] Pixels dimensions not constant with setFilter("nearest","nearest")
Replies: 6
Views: 5051

Re: Pixels dimensions not constant with setFilter("nearest","nearest")

There's one way that might work. [...] This is much appreciated and I [kinda] understand better (distinguish which element has to be scaled using which scale hurts a bit, and I discovered canvas on this same project)... As I said in another post, I am rendering my stuff through Simple Tiled Impleme...
by Eglaios
Sun Sep 05, 2021 11:07 pm
Forum: Support and Development
Topic: [Solved] Pixels dimensions not constant with setFilter("nearest","nearest")
Replies: 6
Views: 5051

Re: Pixels dimensions not constant with setFilter("nearest","nearest")

If you scale e.g. a 3x3 image to 4x3 with nearest neighbour, how do you expect it to look like? The scale is always set as "width = lenght" Of course, I keep the same ratio no matter how the window is resized : The whole thing is displayed through Canvas with variable width/height, and ce...
by Eglaios
Sun Sep 05, 2021 9:43 pm
Forum: Support and Development
Topic: [Solved] Pixels dimensions not constant with setFilter("nearest","nearest")
Replies: 6
Views: 5051

[Solved] Pixels dimensions not constant with setFilter("nearest","nearest")

I wrote some code to change my game's scale when the window is resized, and used "nearest" filter mode. Though, depending on how the window is resized, pixels appear to have irregular dimensions : The same image at 3 different scales. Notice how the 2 eyes don't get the same width https://...
by Eglaios
Sun Sep 05, 2021 3:29 am
Forum: Support and Development
Topic: [Solved] Callback functions executed from a folder?
Replies: 2
Views: 3561

Re: Callback functions executed from a folder?

That was such a great answer!! Thank you very much, I now understand this completely!
by Eglaios
Thu Sep 02, 2021 9:41 pm
Forum: Support and Development
Topic: [Solved] Callback functions executed from a folder?
Replies: 2
Views: 3561

[Solved] Callback functions executed from a folder?

I was looking at Simple Tiled Implementation for making tilemaps, but there's something I don't understand in the code... So this is how I call STI to draw my map (map.lua) : local sti = require "sti" function love.load() map = sti("map.lua") end function love.update(dt) map:upda...