## Search found 62 matches

Tue Nov 13, 2012 9:00 pm
Forum: Support and Development
Topic: [Lua] Writing a "goto 10" loop?
Replies: 4
Views: 479

### [Lua] Writing a "goto 10" loop?

10: get some random numbers 20: check and see if those numbers exist on a table 30: if they do exist, do a thing 40: if they don't exist.. go back to 10 until they do Good ol' BASIC pseudo-code. What I have is a tilemap table, like so: map = { {1, 1, 2, 2, 1}, {2, 2, 2, 2, 1}, {1, 1, 2, 2, 1}, {2, 1...
Wed Nov 07, 2012 10:29 pm
Forum: Support and Development
Topic: Drawing a pixel-y circle
Replies: 2
Views: 454

### Re: Drawing a pixel-y circle

Thanks! I'll spend some time parsing it.
Wed Nov 07, 2012 7:20 pm
Forum: Support and Development
Topic: Drawing a pixel-y circle
Replies: 2
Views: 454

### Drawing a pixel-y circle

So I'm stuck on this. Let's say you want to make some circles on a tilemap. Specifically, circles shaped like these . I've successfully got squares and triangles going, using for loops that count though -ycount,ycount and -xcount,xcount, so if ycount is 4 and xcount is 2 you'd get a shape going -4,-...
Tue Nov 06, 2012 11:06 pm
Forum: Support and Development
Topic: (resolved) White screen freeze/crash
Replies: 3
Views: 503

### Re: White screen freeze/crash

Okay, I figured out where I needed to both increase and reset my count. All sorted.
Tue Nov 06, 2012 1:49 pm
Forum: Support and Development
Topic: (resolved) White screen freeze/crash
Replies: 3
Views: 503

### Re: White screen freeze/crash

I... guess not? ;p All I'm trying to make is 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 If I move that xcount incrementer up to the ycount loop (and, uh, set xcount back to 0 at the top; that was being tested and I forgot to switch i...
Tue Nov 06, 2012 4:24 am
Forum: Support and Development
Topic: (resolved) White screen freeze/crash
Replies: 3
Views: 503

### (resolved) White screen freeze/crash

Line 133 is the cause. I don't know why. What I'm trying to do is make a ten-level equilateral(ish) triangle. The code is kind of horrible right now because I keep trying little things to get it to work. Written out in plain language, it should be doing something like: y1 x1 y2 x-1, x, x+1 y3 x-2, x...
Sun Nov 04, 2012 2:30 am
Forum: Support and Development
Topic: (Resolved)Basic camera stuff (was: tile scrolling problem)
Replies: 6
Views: 515

### Re: (open)Basic camera stuff (was: Basic tile scrolling prob

Santos: thanks, that at least makes this appear right. I'm curious as to why it's going to 26 when I think it should only go to 25, but I'll diagram it out so I understand.
Sat Nov 03, 2012 9:31 pm
Forum: Support and Development
Topic: (Resolved)Basic camera stuff (was: tile scrolling problem)
Replies: 6
Views: 515

### Re: (open)Basic camera stuff (was: Basic tile scrolling prob

Any ideas? =(
Sat Nov 03, 2012 1:04 am
Forum: Support and Development
Topic: (Resolved)Basic camera stuff (was: tile scrolling problem)
Replies: 6
Views: 515

### Re: Basic tile scrolling problem

Well it's not quite there yet. The bottom row (so, worldMap[50]) and the rightmost column (worldMap[anything][50])) are not displaying in the zoomed mode. Controls: 1 and 2 change the zoom level Arrow keys move the view around when zoomed in r will give you a new world You can use the pink corners t...
Fri Nov 02, 2012 10:35 pm
Forum: Support and Development
Topic: (Resolved)Basic camera stuff (was: tile scrolling problem)
Replies: 6
Views: 515

### Re: Basic tile scrolling problem

Translate is not doing it for me, or I don't understand how to use it. But I came up with something so-so. cam = {x = 1, y = 1} camera = { } function cameraSet() local cameraSize = 20 for y = 1, cameraSize do camera[y] = {} for x = 1, cameraSize do camera[y][x] = worldMap[y + cam.y][x + cam.x] end e...