Search found 35 matches

by zorfmorf
Wed Mar 15, 2023 2:08 am
Forum: Libraries and Tools
Topic: luasteam - SteamWorks API Integration
Replies: 14
Views: 35676

Re: luasteam - SteamWorks API Integration

I've opened a PR and it's finished as far as I'm concerned.

Still looking for feedback from anybody willing to try it out.

https://github.com/uspgamedev/luasteam/pull/27
by zorfmorf
Wed Mar 08, 2023 2:55 pm
Forum: Libraries and Tools
Topic: luasteam - SteamWorks API Integration
Replies: 14
Views: 35676

Re: luasteam - SteamWorks API Integration

Hello! I've gone through the trouble and implemented most of the Steam Networking interfaces. It works fine on Windows and Linux as far as I can tell, but I'm looking for any people interested in testing it out before I make a merge request with the maintainer. https://github.com/zorfmorf/luasteam I...
by zorfmorf
Thu May 29, 2014 12:46 pm
Forum: Support and Development
Topic: Need A* Help
Replies: 25
Views: 18604

Re: Need A* Help

I assume you mean the exception you get when calculating paths: Error: pathfind.lua:155: attempt to index a nil value That is pretty easy to explain. ... if not nodes[y-1][x].collidable and nodes[y-1][x].parent == nil then ... When checking neighbors, you are not checking if that neighbor node actua...
by zorfmorf
Tue May 27, 2014 5:41 pm
Forum: Support and Development
Topic: controller player jumping problem
Replies: 8
Views: 3839

Re: controller player jumping problem

I never used joysticks/gamepads in löve, but the documentation seems to imply that you should use the button's index, not name:

Code: Select all

 
anyDown = Joystick:isDown( buttonN, ... )

number buttonN
    The index of a button to check. 


Wuups, I misread. Ignore what I wrote.
by zorfmorf
Mon May 26, 2014 10:18 pm
Forum: Support and Development
Topic: How do I change card graphic?
Replies: 13
Views: 10156

Re: How do I change card graphic?

I took a look but for now I'm afraid I can't help you as I've no idea whats going on. I can place blue cards on the field, red cards appear and move around and sooner or later blue cards start to turn red. Maybe you can explain a little bit more? When does a card beat another? And do you want to act...
by zorfmorf
Mon May 26, 2014 9:54 pm
Forum: Support and Development
Topic: Need A* Help
Replies: 25
Views: 18604

Re: Need A* Help

As I've written before, this specifc astar library doesn't take into account that finding neighbors in a grid is trivial (4-8 depending on whether you can walk diagonally). It looks at all tiles and checks for each on if it is a neighbor. (Which is totally fine if you're not working with a grid and ...
by zorfmorf
Mon May 26, 2014 3:36 pm
Forum: Support and Development
Topic: Migrating 0.8 to 0.9: usage of Channel instead of Thread:set
Replies: 3
Views: 2491

Re: Migrating 0.8 to 0.9: usage of Channel instead of Thread

It's channel:push instead of channel.push ;)

Edit: Seems like I was too late
by zorfmorf
Mon May 26, 2014 2:13 pm
Forum: Support and Development
Topic: Need A* Help
Replies: 25
Views: 18604

Re: Need A* Help

Wow this is a great post! You'd be well advised to read and follow Roland_Yonaba's post, it is really well written and in the long run it always pays off to understand something instead of just using it. In fact, the astar library that was posted and that I added to your project is NOT perfect in th...
by zorfmorf
Mon May 26, 2014 11:12 am
Forum: Support and Development
Topic: Need A* Help
Replies: 25
Views: 18604

Re: Need A* Help

I took a look at that astar library and plugged it into your project. I tried to change as little as possible but removed most code in pathfind.lua as it wasn't needed anymore. If you rightclick somewhere, a path from the player position to the clicked position is calculated and saved in the global ...
by zorfmorf
Sun May 25, 2014 9:17 am
Forum: Support and Development
Topic: Need A* Help
Replies: 25
Views: 18604

Re: Need A* Help

Okay I took a look at your code. First: Don't get hung up on details. It does not matter for now how the player will move on the path you find with A* and you should not try to account for that in your implementation. The only thing you want to do is calculate a path to the target on squares that ar...