Umm... sure. i will pm it to you.Kadoba wrote:Can you include a .love?
Search found 68 matches
- Sat Feb 18, 2012 9:29 pm
- Forum: Libraries and Tools
- Topic: Advanced Tiled Loader - No longer maintained
- Replies: 260
- Views: 177285
Re: Advanced Tiled Loader
- Wed Feb 15, 2012 9:14 pm
- Forum: Libraries and Tools
- Topic: Advanced Tiled Loader - No longer maintained
- Replies: 260
- Views: 177285
Re: Advanced Tiled Loader
Yesi know it would. But it doesn't have a width not equal to a power of two.bartbes wrote:If your tilemap would have a width of 3 tiles it wouldn't be PO2, so this most probably is the case.
- Wed Feb 15, 2012 8:55 pm
- Forum: Libraries and Tools
- Topic: Advanced Tiled Loader - No longer maintained
- Replies: 260
- Views: 177285
Re: Advanced Tiled Loader
No i dont think so because the map is 128x128 and the tiles are 32x32thelinx wrote: Your tilemap image may be npot.
- Wed Feb 15, 2012 1:55 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1488647
Re: What's everyone working on? (tigsource inspired)
Yes i have joined them.coffee wrote:(or 3 if legendman3 enters the boat)
- Wed Feb 15, 2012 1:40 am
- Forum: Libraries and Tools
- Topic: Advanced Tiled Loader - No longer maintained
- Replies: 260
- Views: 177285
Re: Advanced Tiled Loader
Hey when i load a map from tiled it doesn't render correctly and just shows a white screen. The map has 3 layers and is 128x128. What could be wrong?
- Fri Feb 10, 2012 10:02 pm
- Forum: Support and Development
- Topic: ATL help.
- Replies: 3
- Views: 1338
ATL help.
So i know that Advanced Tile Loader can detect properties. How would i make it so that if it detects a certain property it makes that tile collideable? Could I dothat with just the build in Box2D stuff? Like the property is "Solid".
- Fri Feb 10, 2012 12:11 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1488647
Re: What's everyone working on? (tigsource inspired)
Mesa helpa ah youa. (Jar Jar Binks anyone?)
- Thu Feb 09, 2012 2:22 am
- Forum: Support and Development
- Topic: How can i divide up a map?
- Replies: 19
- Views: 7952
Re: How can i divide up a map?
You'll want to treat each state as if it were a button; however, this button doesn't care about it's position, it just cares about its color and its callback. I don't know if you've every done any object-oriented programming, but read up on it if you haven't. Here is a very simple example (I've exp...
- Thu Feb 09, 2012 1:42 am
- Forum: Support and Development
- Topic: How can i divide up a map?
- Replies: 19
- Views: 7952
Re: How can i divide up a map?
Sorry one more question. (Agh! What is it this time legend?) Well everything is working as it is suppose to but somewhere the goal strayed a little and now it doesn't work as i originally planned. See it just searches to see if it can find a matching color. It doesn't see if that color is a specific...
- Thu Feb 09, 2012 12:51 am
- Forum: Support and Development
- Topic: How can i divide up a map?
- Replies: 19
- Views: 7952
Re: How can i divide up a map?
Thank you! All good here now.MarekkPie wrote:Change "b" to something else. It seems there is a name conflict with some parameter (most likely the "b" in love.mousepressed(x,y,b)), which nil's out the b variable by the time it reaches love.draw(). Here is it working.