Search found 883 matches

by Karai17
Sat Sep 15, 2012 3:20 pm
Forum: Libraries and Tools
Topic: Input Manager
Replies: 16
Views: 5249

Re: Input Manager

Pretty much, yeah. It's not revolutionary by any means, but I'm hoping it's designed well enough that it can make things a bit easier on my fellow lovers. c:
by Karai17
Sat Sep 15, 2012 2:17 pm
Forum: Libraries and Tools
Topic: Input Manager
Replies: 16
Views: 5249

Re: Input Manager

I made this to try to make managing input a bit easier and cleaner. A one-stop-shop for all three input devices. You just need to bind a key or button or hat or axis to some function and every time you interact with it, it'll fire it off. The joystick management, in my opinion, is the most interesti...
by Karai17
Fri Sep 14, 2012 11:33 pm
Forum: Libraries and Tools
Topic: Input Manager
Replies: 16
Views: 5249

Input Manager

Input Manager (I need a better name for this!) is licensed under the MIT license. Basically, do what ever you want with it as long as you leave the license info in the lua file. c: Input Manager supports the following input: Keyboard [list] keypressed() keyreleased() isDown() [*]Mouse[/*] mousepress...
by Karai17
Sun Sep 09, 2012 12:55 pm
Forum: Libraries and Tools
Topic: Advanced Tiled Loader - No longer maintained
Replies: 261
Views: 69600

Re: Advanced Tiled Loader - Updated to 0.11.0!

I'm pretty sure this is because Object:updateDrawInfo() isn't being called. Objects keep an internal table that holds their drawing information. Anytime you resize or move the object you should call that function. Having said that, I recommend you don't use ATL objects at all as real objects. They'...
by Karai17
Sat Sep 08, 2012 9:33 pm
Forum: Libraries and Tools
Topic: Advanced Tiled Loader - No longer maintained
Replies: 261
Views: 69600

Re: Advanced Tiled Loader - Updated to 0.11.0!

Why wouldn't it like scale? Scale is supposed to be there, no?
by Karai17
Sat Sep 08, 2012 5:17 pm
Forum: Libraries and Tools
Topic: Advanced Tiled Loader - No longer maintained
Replies: 261
Views: 69600

Re: Advanced Tiled Loader - Updated to 0.11.0!

Hey, mate! Awesome update, I've updated my code and it all works great! I am having an issue, though, and I don't think it is due to the update. When I enable autoDrawRange(), my sprites seem to disappear after a step outside of small area. Think you could take a gander and point me in the right di...
by Karai17
Sat Sep 08, 2012 4:25 pm
Forum: Libraries and Tools
Topic: Advanced Tiled Loader - No longer maintained
Replies: 261
Views: 69600

Re: Advanced Tiled Loader - Updated to 0.11.0!

Hey, mate! Awesome update, I've updated my code and it all works great! I am having an issue, though, and I don't think it is due to the update. When I enable autoDrawRange(), my sprites seem to disappear after a step outside of small area. Think you could take a gander and point me in the right dir...
by Karai17
Tue Sep 04, 2012 8:30 pm
Forum: Libraries and Tools
Topic: Advanced Tiled Loader - No longer maintained
Replies: 261
Views: 69600

Re: Advanced Tiled Loader

Well isn't that brilliant, heh. Thanks again for your help, mate <3
by Karai17
Tue Sep 04, 2012 8:17 pm
Forum: Libraries and Tools
Topic: Advanced Tiled Loader - No longer maintained
Replies: 261
Views: 69600

Re: Advanced Tiled Loader

Oh bollocks! Thank you so much for finding this for me!

On that note, can you explain to me why...

Code: Select all

player:moveTo(player.tileX * map.tileWidth, (player.tileY + 1) * map.tileHeight - player.height)
...is not...

Code: Select all

player:moveTo(player.tileX * map.tileWidth, player.tileY * map.tileHeight)