Search found 41 matches

by DanielPower
Wed Jul 26, 2017 3:37 pm
Forum: Libraries and Tools
Topic: Motion - An animation library with graphical editor
Replies: 0
Views: 50

Motion - An animation library with graphical editor

https://imgur.com/IPRldwGl.png I've been wanting to tackle Love2D's lack of graphical development tools for a while, and since I've started experimenting with the imgui interface library, the goal seems much more realistic. This is my first ever GUI application, and I must say that I'm pleased with...
by DanielPower
Sun Jul 16, 2017 5:29 am
Forum: Libraries and Tools
Topic: ImGui LÖVE module
Replies: 141
Views: 15136

Re: ImGui LÖVE module

I've written a file picker dialog using lfs and imgui. This was my first attempt at using imgui. The lack of documentation made it more difficult than it needed to be starting out, but once I got the hang of relating the C++ documentation to the Lua bindings, it went quite smoothly. I'm really happy...
by DanielPower
Fri Mar 17, 2017 5:24 pm
Forum: Support and Development
Topic: Movement Speed Fix Help
Replies: 9
Views: 630

Re: Movement Speed Fix Help

Can you post your code so we can see what is causing the issue?
by DanielPower
Fri Mar 17, 2017 4:41 pm
Forum: Support and Development
Topic: STI with Bump plugin
Replies: 11
Views: 718

Re: STI with Bump plugin

Read the Bump documentation. Bump is the collision library. You'll need to add your player to the world, and then all movements will have to be called through bump's move function. The bump github page gives examples on how to do all of this. Basically, bump has a list of all collidables. When you m...
by DanielPower
Fri Mar 17, 2017 4:27 pm
Forum: Support and Development
Topic: STI with Bump plugin
Replies: 11
Views: 718

Re: STI with Bump plugin

Well, do you have the bump library loaded? You'll need to get bump.lua, put it into your game's directory, and load it into your game using

Code: Select all

local bump = require('bump')
You can't use STI's bump plugin unless you have bump loaded.
by DanielPower
Fri Mar 17, 2017 11:10 am
Forum: Support and Development
Topic: STI with Bump plugin
Replies: 11
Views: 718

Re: STI with Bump plugin

If you need more complicated collisions, for example, using two collision boxes for a corner wall, or a smaller collision box for a thin wall, you can open the Tile Collision Editor in Tiled, and create collision boxes for an individual tile. If these collision boxes exist, STI's bump plugin will lo...
by DanielPower
Fri Mar 17, 2017 11:05 am
Forum: Support and Development
Topic: STI with Bump plugin
Replies: 11
Views: 718

Re: STI with Bump plugin

If you want to make a specific tile collidable, click the tile in your tileset pane, and then under the properties pane on the left, click the + icon, and create a new boolean property called collideable. Set this to true. Once you've added collidable tiles in your tiled map, you need to load them i...
by DanielPower
Tue Mar 14, 2017 6:45 pm
Forum: Support and Development
Topic: Is it worth it to make a built in tile editor?
Replies: 16
Views: 1311

Re: Is it worth it to make a built in tile editor?

Creating your own tile editor will certainly be a learning experience, but also takes quite a bit of time and knowledge. My personal recommendation is to use something like Tiled, which is quite powerful and exports to a Lua file that you can load with STI, or by writing your own map loader. Only wr...
by DanielPower
Tue Mar 14, 2017 6:36 pm
Forum: Support and Development
Topic: Help: Spawning multiple enemies at set locations
Replies: 4
Views: 342

Re: Help: Spawning multiple enemies at set locations

I'm glad you got it working, but I would like to add that you should not be using a global variable for enemy. -- enemy = {} -- Not necessary enemies_controller = {} enemies_controller.enemies = {} function enemies_controller:spawnEnemy(x, y) local enemy = {} -- This variable can be local since we c...
by DanielPower
Sun Mar 12, 2017 4:06 pm
Forum: Libraries and Tools
Topic: Classy - Middleclass Inspired, But a lot faster
Replies: 12
Views: 2494

Re: Classy - Middleclass Inspired, But a lot faster

I'm porting my engine to use Classy rather than Middleclass in a separate branch so I can test the difference. But I'm running into an issue. Middleclass syntax: local Person = class('Person') Person.species = 'Human' Person.numArms = 2 Person.numFingers = 10 Person.defaultPicture = love.graphics.ne...