Search found 21 matches

by premek
Sun Apr 01, 2018 10:10 am
Forum: General
Topic: Autobuild LÖVE games on Travis CI
Replies: 9
Views: 7139

Re: Autobuild LÖVE games on Travis CI

KayleMaster wrote: Sun Apr 01, 2018 8:11 am Any idea on how to write something similar but for gitlab's built in CI?
I don't know gitlab and never used it. But maybe it will be very similar? If they don't have Releases equivalent you can commit the binaries
by premek
Sat Jan 21, 2017 9:52 pm
Forum: General
Topic: Autobuild LÖVE games on Travis CI
Replies: 9
Views: 7139

Re: Autobuild LÖVE games on Travis CI

Positive07 wrote:...
I didn't know rcedit. Thanks! Also I didn't yet explored the android builds of love...
by premek
Sat Jan 21, 2017 8:53 pm
Forum: General
Topic: Autobuild LÖVE games on Travis CI
Replies: 9
Views: 7139

Re: Autobuild LÖVE games on Travis CI

Awesome, was planning on looking into this at some point as well. How do you get the .exe's back out again? S3? Travis creates .love file, downloads love binary, joins the love.exe with game.love together (which creates the game.exe) and uploads it back to github. You can check it here https://gith...
by premek
Sat Jan 21, 2017 6:48 pm
Forum: General
Topic: Autobuild LÖVE games on Travis CI
Replies: 9
Views: 7139

Autobuild LÖVE games on Travis CI

Hello,
here I wrote about how I configured my love builds to be done automatically by Travis CI. Maybe it helps somebody too.
It builds .love file, windows .exe and web version from source automatically.

https://medium.com/@premek/autobuild-lo ... .goui8inui
by premek
Sun Mar 20, 2016 2:12 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 738282

Re: Simple Tiled Implementation - STI v0.14.1.12

Hi everyone, not sure If i missed something..but I can't find the sti.lua file. Can someone help me? :crazy: Thaaanks a lot! Best Basti Hi, I think you need to download everything into a folder called "sti" and then use it like this: local sti = require "sti" or local sti = requ...
by premek
Thu Jan 07, 2016 9:39 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 738282

Re: Simple Tiled Implementation - STI v0.14.1.11

Karai17 wrote:I would not actively use object layers, I would transfer object data over to a custom layer if you plan to create dynamic objects.
OK, thanks, will try it
by premek
Thu Jan 07, 2016 12:11 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 738282

Re: Simple Tiled Implementation - STI v0.14.1.8

for k,v in ipairs(map.layers.objects.objects) do if v.id == item.id then table.remove(map.layers.objects.objects, k) end end table.remove(map.objects, item.id) map:setObjectSpriteBatches(map.layers.objects) Hi, I have one more question regarding manipulating map objects. When I want to move an obje...
by premek
Mon Dec 28, 2015 1:14 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 738282

Re: Simple Tiled Implementation - STI v0.14.1.8

Karai17 wrote:Pass in the whole layer, not just the objects.
it is the layer, it is called "objects" so I guess it is ok. Thanks for your help!
by premek
Mon Dec 28, 2015 1:00 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 738282

Re: Simple Tiled Implementation - STI v0.14.1.8

Use ipairs, it is way faster. Also make sure to remove the object from map.objects OK, but I still need to call `setObjectSpriteBatches`, right? Is this the correct way? thanks for k,v in ipairs(map.layers.objects.objects) do if v.id == item.id then table.remove(map.layers.objects.objects, k) end e...
by premek
Mon Dec 28, 2015 12:27 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 738282

Re: Simple Tiled Implementation - STI v0.14.1.8

Use object layers for that, not tile layers. Ok, I changed my map to use object layer, it looks better. But I still have the same problem with removing objects from map at runtime. I ended up with following, but how would you do it better? Thanks! -- layer is called "objects"; item is the...