Search found 8 matches

by smiller
Mon Oct 25, 2010 1:21 am
Forum: Libraries and Tools
Topic: [RIP] LÖVElike - A Roguelike Engine ("Bärrelike" flavour)
Replies: 36
Views: 23215

Re: [RIP] LÖVElike - A Roguelike Engine ("Bärrelike" flavour

Also, just wondering, where in the heck in the code does it say where the map begins being drawn in the window? I can not for the life of me find where the map is being moved for the border to appear.
by smiller
Sat Oct 23, 2010 7:49 pm
Forum: Libraries and Tools
Topic: [RIP] LÖVElike - A Roguelike Engine ("Bärrelike" flavour)
Replies: 36
Views: 23215

Re: LÖVElike - A Roguelike Engine (aka "Barrelike") -Abandon

Thank you very much! This was useful! I am adding onto this to create my game. I loved how I was just able to change the tile size and everything still worked. I think someone once described this to me as having "no magic numbers". Very easily changeable. I won't rely on it too heftily......
by smiller
Tue Oct 19, 2010 1:31 am
Forum: General
Topic: Why doesn't Löve have a wikipedia-page?
Replies: 41
Views: 11754

Re: Why doesn't Löve have a wikipedia-page?

That is true that you cannot create a Wikipedia article for something if it does not have the right amount of notability. Someone could just MAKE a Wikipedia page, but the effort may not be worth it... they may end up removing it. I spent an HOUR working on a page for another site on Wikipedia once,...
by smiller
Tue Oct 19, 2010 1:28 am
Forum: Libraries and Tools
Topic: [RIP] LÖVElike - A Roguelike Engine ("Bärrelike" flavour)
Replies: 36
Views: 23215

Re: LÖVElike - A Roguelike Engine (aka "Barrelike") -Abandon

Thank you very much! This was useful! I am adding onto this to create my game. I loved how I was just able to change the tile size and everything still worked. I think someone once described this to me as having "no magic numbers". Very easily changeable. I won't rely on it too heftily... ...
by smiller
Sat Oct 16, 2010 12:48 am
Forum: Support and Development
Topic: RPG collision detection!
Replies: 5
Views: 4353

Re: RPG collision detection!

Still having a little difficulty translating from english to code. tilerowcheck = #map[offset_x/64] tilecheck = (what tile are we on that row?) offset_y/64 = the left-right position, return the column number. tileid= tilerowcheck value and tilecheck value, return id of the tile. I'm looking at vario...
by smiller
Wed Oct 13, 2010 1:29 am
Forum: Support and Development
Topic: RPG collision detection!
Replies: 5
Views: 4353

Re: RPG collision detection!

that introduces a problem though because the values of the tiles are not directly linked to map_x and map_Y, so it just gives me nil. :/
by smiller
Wed Oct 13, 2010 12:50 am
Forum: Support and Development
Topic: RPG collision detection!
Replies: 5
Views: 4353

RPG collision detection!

function love.load() -- our tiles tile = {} for i=0,3 do -- change 3 to the number of tile images minus 1. tile[0] = love.graphics.newImage( "test1.bmp" ) --the tiles are loaded to be used. tile[1] = love.graphics.newImage( "test2.bmp" ) tile[2] = love.graphics.newImage( "t...
by smiller
Sun Oct 10, 2010 7:31 pm
Forum: Support and Development
Topic: Shameful question ;n;
Replies: 1
Views: 1264

Shameful question ;n;

Doing a tutorial, of all things... yet, this still shows up as a black screen. Sorry for my stupid question. >.<; I hope you don't mind helping a complete newbie out. function love.load() -- our tiles tile = {} for i=0,2 do -- change 3 to the number of tile images minus 1. tile[0] = love.graphics.ne...