Search found 92 matches

by MicroMacro
Sat Apr 04, 2015 7:51 pm
Forum: Support and Development
Topic: Multiple Entity Collsions
Replies: 9
Views: 1614

Re: Multiple Entity Collsions

Let me look at your code, and see what I can do.
I've downloaded the .löve file and do some stuff. :)
by MicroMacro
Sat Apr 04, 2015 7:49 pm
Forum: Support and Development
Topic: VisualLOVE
Replies: 2
Views: 666

VisualLOVE

So, I'd löve to make a more visual version of LOVE ( or Lua, but with the love features ) that makes programming in it easier. Does anyone have any ideas on how to do this, and would anyone want to work on it with me? If you want to imagine what I am imagining, think of Scratch (the programming lang...
by MicroMacro
Tue Mar 31, 2015 11:34 pm
Forum: General
Topic: Create one large image out of many small ones?
Replies: 6
Views: 1098

Re: Create one large image out of many small ones?

T-Bone wrote:I also remember learning about them through a forum post and I was all like "Oooooh!". :crazy:
Do you have a link to said forum post? I've been looking for a good explanation on them, and I can't find a darned one.
by MicroMacro
Tue Mar 31, 2015 11:23 pm
Forum: General
Topic: Offline LÖVE documentation for download
Replies: 94
Views: 234950

Re: Offline LÖVE documentation for download

Thank you so much for this! Though I'm on a desktop and have constant internet, it's nice to have the instant lookup of the information, especially when my internet fluctuates and goes reallllllyyy slow.... :)
by MicroMacro
Sat Mar 21, 2015 12:39 pm
Forum: Support and Development
Topic: Odd Table Math Dilemma
Replies: 8
Views: 830

Re: Odd Table Math Dilemma

Here's that for loop that's wrong:

Code: Select all

function editor.drawWorld()
	for i=1, #tiles do
		if tile[tiles[i].id] ~= nil then
			love.graphics.draw(tile[tiles[i].id],tiles[i].x,tiles[i].y)
		end
	end
end
Sorry about that.
by MicroMacro
Sat Mar 21, 2015 12:35 pm
Forum: Support and Development
Topic: Odd Table Math Dilemma
Replies: 8
Views: 830

Re: Odd Table Math Dilemma

I completely forgot to tell you all that the ID is for the type of tile it is. I've got a bunch of different tile images that it goes through. Tile ID #1 is grass.

Woops. :\
by MicroMacro
Sat Mar 21, 2015 4:09 am
Forum: Support and Development
Topic: Odd Table Math Dilemma
Replies: 8
Views: 830

Re: Odd Table Math Dilemma

So, tiles is a table that holds all the data for my tiles. tiles[1] holds all the information for tile #1. It looks like this: tiles[1].x = 10 tiles[1].y = 10 tiles[1].id = 1 So, if I have 10 tiles (1-10), and remove tile #5, I have tiles 1,2,3,4,6,7,8,9,10, which is 9 objects. That for loop only do...
by MicroMacro
Sat Mar 21, 2015 3:39 am
Forum: Support and Development
Topic: Odd Table Math Dilemma
Replies: 8
Views: 830

Odd Table Math Dilemma

So, as I've posted help about before, I am rewriting a level editor for my game. I'm working on placing (placing is done, actually) and now I need to work on deleting tiles. My code right now is a for loop that gets the length of the tiles table (where all the data is stored) and then draws that til...
by MicroMacro
Fri Mar 20, 2015 7:15 pm
Forum: Support and Development
Topic: Index a nil value
Replies: 2
Views: 419

Re: Index a nil value

Thank you so much!
by MicroMacro
Fri Mar 20, 2015 1:48 am
Forum: Support and Development
Topic: Index a nil value
Replies: 2
Views: 419

Index a nil value

I'm working on a rewrite to my level editor. On line 92, I get a "attempt to index a nil value". Here's the code (There is a comment where the issue is). It's in the editor.unclicked function. editor = {} editor.saved = false editor.worldName = nil editor.selected = 1 editor.mode = 0 --[=[ Editor Mo...