Search found 14 matches

by Saphiresurf
Wed Aug 02, 2017 1:10 pm
Forum: Libraries and Tools
Topic: Motion - An animation library with graphical editor
Replies: 1
Views: 8042

Re: Motion - An animation library with graphical editor

This is really awesome! I haven't gotten a chance to use it yet, but it's really really nice to see a new tool especially for something like animation on the scene!
by Saphiresurf
Sat Apr 15, 2017 1:11 am
Forum: Libraries and Tools
Topic: Playmat - A Mode 7 Library
Replies: 23
Views: 24033

Re: Playmat - A Mode 7 Library

Hey the documentation that's listed on the github seems to be down for this :o
by Saphiresurf
Thu Apr 13, 2017 12:18 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 730368

Re: Simple Tiled Implementation - STI v0.18.1.0

Oh my god I can't believe I missed that... that worked perfectly though thanks for the help Karai I really appreciate it!
by Saphiresurf
Wed Apr 12, 2017 11:24 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 730368

Re: Simple Tiled Implementation - STI v0.18.1.0

Problem is that when I do that to the coordinates like I do in the code below: -- playercam is just an instance of Gamera, level is my map loaded with STI function World:update(dt) -- Update every layer in the map level self.level:update(dt) self.playercam:setPosition(math.floor(self.level.layers.en...
by Saphiresurf
Wed Apr 12, 2017 5:54 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 730368

Re: Simple Tiled Implementation - STI v0.18.1.0

I ended up trying just to pass the camera into map:draw and doing the scaling in there... but it still didn't quite work. Not sure if maybe I'm just doing something wrong here? I'm pretty sure it has to do with non-integer coordinates, but I'm not sure how to use math.floor without making movement j...
by Saphiresurf
Tue Apr 11, 2017 3:16 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 730368

Re: Simple Tiled Implementation - STI v0.18.1.0

Yeah I'm not sure what's up with it.... I made a post on the thread for gamera to see if anyone had any ideas as to what's going on with it possibly, but I just haven't got a reply yet. I'll go look through my code a bit more or research around a bit more to see if I can find anyway to fix this thou...
by Saphiresurf
Sun Apr 09, 2017 12:43 am
Forum: Libraries and Tools
Topic: [library] gamera - A camera system for LÖVE - v1.0.1 is out
Replies: 64
Views: 95612

Re: [library] gamera - A camera system for LÖVE - v1.0.1 is out

Hey! So I'm using STI to load my maps made in Tiled and I just include it's draw function in gamera's draw function. It looks something like this function World:update(dt) -- Update every layer in the map level self.level:update(dt) playercam:setPosition(self.level.layers.entities.player.x, self.lev...
by Saphiresurf
Sun Apr 09, 2017 12:26 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 730368

Re: Simple Tiled Implementation - STI v0.18.1.0

Seems like the same issue happens even when using love.graphics.scale and love.graphics.translate. Here's a screenshot of the issue! I'll go into gamera or humps thread because it may just be something up with the camera. There's some weird stuff that goes on between LOVE, C++, and OpenGL when it co...
by Saphiresurf
Fri Apr 07, 2017 11:01 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 730368

Re: Simple Tiled Implementation - STI v0.18.1.0

Thank you so much for creating something like STI, the implementation has worked almost perfectly for me and it's created a really flexible solution for mapping in the sort of game/engine that I'm working on right now ^_^. I am having one issue though which may not be in the scope of this thread, bu...
by Saphiresurf
Fri Apr 07, 2017 5:55 am
Forum: Support and Development
Topic: [STI/Tiled] Less Layers For Efficency or More Layers For Readability?
Replies: 4
Views: 4478

Re: [STI/Tiled] Less Layers For Efficency or More Layers For Readability?

Cool sounds good! I know I'm actually starting to think if I just want to do it directly in the format you're working with now because it seems pretty nice. Would be cool to have a sprite layer and a collision layer sort of like how the Pokemon games will do it. Giving me lots of things to think abo...