Search found 4 matches

by unrecoverable
Wed Apr 27, 2016 5:22 pm
Forum: General
Topic: Ok maybe i'm stupid
Replies: 9
Views: 1824

Re: Ok maybe i'm stupid

They're separated so that it's easier to prevent game logic from interfering with what's displayed on screen. Without that distinction you just have to be more careful all your game logic is running before your display code.
by unrecoverable
Fri Nov 20, 2015 3:46 pm
Forum: Support and Development
Topic: Invalid escape sequence near ""
Replies: 3
Views: 1393

Re: Invalid escape sequence near ""

I believe with libraries that have an init.lua you want to require the folder itself.

So if that's the case, you'd want

Code: Select all

splashy = require "lib.splashy"
Give that a try and see if it works.
by unrecoverable
Sun Nov 15, 2015 12:39 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 786
Views: 188334

Re: Simple Tiled Implementation - STI v0.14.1.6

If I have an object layer from Tiled and want objects in that layer to toggle visibility, how can I make it do so on the map itself? I'm making a Wizardry-style dungeon crawler and want my map/mini-map to update with changes. For example, I'd like door indicators to disappear when doors are opened,...
by unrecoverable
Thu Nov 12, 2015 4:52 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 786
Views: 188334

Re: Simple Tiled Implementation - STI v0.14.1.6

If I have an object layer from Tiled and want objects in that layer to toggle visibility, how can I make it do so on the map itself? I'm making a Wizardry-style dungeon crawler and want my map/mini-map to update with changes. For example, I'd like door indicators to disappear when doors are opened, ...