Search found 21 matches

by Zorochase
Sat May 25, 2019 7:41 pm
Forum: Support and Development
Topic: [SOLVED] RPG Party System
Replies: 6
Views: 6463

Re: RPG Party System

That code worked; I just had to add a check to make sure the player was moving. Thank you!
by Zorochase
Thu May 23, 2019 1:50 am
Forum: Support and Development
Topic: [SOLVED] RPG Party System
Replies: 6
Views: 6463

Re: RPG Party System

Step 1: Gridify your game Could you elaborate a little more? Also, Jumper doesn't have very detailed documentation... how would I go about using it? Alternatively, you can record your leader character's positions for up to certain distance, and make follower characters take the locations on that pa...
by Zorochase
Mon May 20, 2019 11:09 pm
Forum: Support and Development
Topic: [SOLVED] RPG Party System
Replies: 6
Views: 6463

[SOLVED] RPG Party System

Hello, I'm currently working on an RPG, and I'm having some trouble trying to create a working party system. What I mean by "party system" is a group of characters that follow a leader in a line. I need to be able to add and remove characters from the line, regardless of the position they ...
by Zorochase
Mon Dec 31, 2018 2:57 am
Forum: Support and Development
Topic: [SOLVED] STI and STALKER-X Camera Issue
Replies: 2
Views: 3214

Re: STI and STALKER-X Camera Issue

Well, this seems to have fixed it. Thanks again for your help! :awesome:
by Zorochase
Sun Dec 30, 2018 10:04 pm
Forum: Support and Development
Topic: [SOLVED] STI and STALKER-X Camera Issue
Replies: 2
Views: 3214

[SOLVED] STI and STALKER-X Camera Issue

Hello! I'm currently working on a platformer, and I decided to use STI to load my Tiled maps and adn's STALKER-X for my camera system. Both are excellent libraries, but there's one issue - sometimes, in scrollable maps, tiles "shift" in ways they shouldn't... here's an example: https://i.i...
by Zorochase
Thu Jun 28, 2018 12:21 am
Forum: Support and Development
Topic: Help with Platform-based Collision Response
Replies: 2
Views: 15163

Help with Platform-based Collision Response

I'm using STI to load and draw Tiled maps for my game. I have maps set up such that an object layer contains objects that indicate the position and dimensions of solid "platforms" that the player should be able to walk on. These platforms are made up of tiles that the player can't fall thr...
by Zorochase
Fri Mar 23, 2018 10:58 pm
Forum: Support and Development
Topic: Issue with Flipping Sprite
Replies: 3
Views: 3733

Re: Issue with Flipping Sprite

Yeah like Ivan said, just offset the x-offset to half the sprite width and adjust the draw x-offset to the same amount so it draws within the same box. love.graphics.draw(self.image, self.x + (self.image:getWidth() / 2) , self.y, 0, self.direction, 1 , (self.image:getWidth() / 2), 0 ) You can cache...
by Zorochase
Thu Mar 22, 2018 11:41 pm
Forum: Support and Development
Topic: Issue with Flipping Sprite
Replies: 3
Views: 3733

Issue with Flipping Sprite

Hello, My character's sprites all face right, and I don't want to have to create a separate sheet with left-facing sprites. I tried doing this: function Player:draw() love.graphics.draw(self.image, self.x, self.y, 0, self.direction, 1) -- self.direction = -1 when the player presses 'left' end It onl...
by Zorochase
Sat Mar 10, 2018 9:47 pm
Forum: Support and Development
Topic: Updating saved data without manually deleting it
Replies: 2
Views: 2267

Re: Updating saved data without manually deleting it

Hard to say without being able to test. It might be a shallow vs deep copy problem, or it might not. I suggest you display the output of the serializer when saving, to see if the new setting is there. If it's not, try to find out why. function saveData(file, data) data = TSerial.pack(data) print(da...
by Zorochase
Sat Mar 10, 2018 8:38 pm
Forum: Support and Development
Topic: Updating saved data without manually deleting it
Replies: 2
Views: 2267

Updating saved data without manually deleting it

Hello, I have these two methods: (LF stands for love.filesystem) function loadData(file, data) if not LF.exists(file) then return end local RDATA = LF.read(file) local LDATA = TSerial.unpack(RDATA) for i,v in pairs(LDATA) do data[i] = v end end and: function saveData(file, data) LF.write(file, TSeri...