Search found 44 matches
- Mon May 28, 2012 12:01 am
- Forum: Libraries and Tools
- Topic: Multiplayer Isometric RPG Framework.
- Replies: 27
- Views: 21001
Re: Multiplayer Isometric RPG Framework.
This is looking good. I believe I saw you post this on Facepunch as well. can't wait to see more.
- Sun May 27, 2012 10:48 pm
- Forum: Libraries and Tools
- Topic: Advanced Tiled Loader - No longer maintained
- Replies: 260
- Views: 178093
Re: Advanced Tiled Loader
It seems ATL thinks the sprites body is his right foot instead of his whole body for some reason. I'm having a hard time following your code. How exactly are you doing the collision detection? Well it checks if the next tile has the obstacle property. Takes the tile the player is on and adds to it ...
- Sun May 27, 2012 9:05 pm
- Forum: Libraries and Tools
- Topic: Advanced Tiled Loader - No longer maintained
- Replies: 260
- Views: 178093
Re: Advanced Tiled Loader
It seems ATL thinks the sprites body is his right foot instead of his whole body for some reason.
- Sun May 27, 2012 6:44 pm
- Forum: Libraries and Tools
- Topic: Advanced Tiled Loader - No longer maintained
- Replies: 260
- Views: 178093
Re: Advanced Tiled Loader
I am having a problem with the player sprite not detecting obstacle walls until half of his body touches the tile. This started when I tried to get the player to move smoothly instead of tile by tile.
- Fri May 25, 2012 9:51 pm
- Forum: Libraries and Tools
- Topic: Advanced Tiled Loader - No longer maintained
- Replies: 260
- Views: 178093
Re: Advanced Tiled Loader
ATL objects just hold the data for real game objects. You're just suppose to read data from them and throw them away. A real game object system is very dependent on how you create the infrastructure for your game so it is outside the scope of ATL. Ah, I think I get it. Thanks again. Another questio...
- Fri May 25, 2012 9:07 pm
- Forum: Libraries and Tools
- Topic: Advanced Tiled Loader - No longer maintained
- Replies: 260
- Views: 178093
Re: Advanced Tiled Loader
Oops. You want layer.tileData. That's where all of the tiles are stored. My bad. function checkObstacle(map, x, y) for name, layer in pairs(map.tileLayers) do if layer.tileData(x, y) and layer.tileData(x, y).properties.obstacle then return true, name end end return false end Thanks a lot! This has ...
- Fri May 25, 2012 8:10 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 353685
Re: Löve Frames - A GUI Library
The button problem I fixed. I was calling the function incorrectly.Nikolai Resokav wrote:Glad to see your color issue is resolved. Also, are you still having that button problem?
- Fri May 25, 2012 8:07 pm
- Forum: Libraries and Tools
- Topic: Advanced Tiled Loader - No longer maintained
- Replies: 260
- Views: 178093
Re: Advanced Tiled Loader
Been playing with this for awhile and I am probably missing something but I get this error when I run that function.
- Fri May 25, 2012 5:18 pm
- Forum: Libraries and Tools
- Topic: Advanced Tiled Loader - No longer maintained
- Replies: 260
- Views: 178093
Re: Advanced Tiled Loader
All of the layers are stored in map.tileLayers or map.objectLayers under their layer name. If "ground" is a tile layer you are able to get it by accessing map.tileLayers["ground"]. If you wanted to check all tile layers and see if a certain tile is an obstacle then you could use...
- Fri May 25, 2012 4:29 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 353685
Re: Löve Frames - A GUI Library
It looks like something in loveframes.draw() sets the drawing color to black. If you put the line "love.graphics.setColor(255,255,255,255)" at the very top of your love.draw function then you can reset the color to white and things will draw correctly.. Thanks a lot Kadoba. That did fix i...