Search found 152 matches

by spynaz
Wed May 08, 2013 6:21 pm
Forum: Support and Development
Topic: Tile Map Generation
Replies: 19
Views: 10603

Re: Tile Map Generation

But what if I want something like waterfalls?

EDIT: Never mind. I found a way to fix it. That is, only updating the water within the chunk that the player is in.
by spynaz
Wed May 08, 2013 6:15 pm
Forum: Support and Development
Topic: Tile Map Generation
Replies: 19
Views: 10603

Re: Tile Map Generation

But first I would need to know which tiles are water tiles so wouldn't I still have to go through all the tiles to figure out which one is a water tile?
by spynaz
Wed May 08, 2013 6:05 pm
Forum: Support and Development
Topic: Tile Map Generation
Replies: 19
Views: 10603

Re: Tile Map Generation

markgo wrote:You can do:

Code: Select all

Spritebatch:setImage(newImage)
All your sprites will use the new image so it's like changing the skin of your tiles.
Ok so this would work if I update the water's position? (If the water is in mid-air or something.)
by spynaz
Wed May 08, 2013 6:00 pm
Forum: Support and Development
Topic: Tile Map Generation
Replies: 19
Views: 10603

Re: Tile Map Generation

If you just want to check a single tile, you can just read map[x][y] I know but what if I want to update all water blocks? They can't just stay static in one place. You can add similar tiles to a "layer". A layer would be a single spritebatch. You can swap out the image for the spritebatc...
by spynaz
Wed May 08, 2013 5:50 pm
Forum: Games and Creations
Topic: Slime Ball
Replies: 35
Views: 19886

Re: Slime Ball

No problem. :)
by spynaz
Wed May 08, 2013 5:50 pm
Forum: Support and Development
Topic: Tile Map Generation
Replies: 19
Views: 10603

Re: Tile Map Generation

Here is my thread about a Minecraft/Terraria clone: https://love2d.org/forums/viewtopic.php?t=9729 You can poke around the code. Also, how would you go about adding to a table with map:add()? Is there such a function? No there isn't a map:add() function but you can make one if you want. Also, your ...
by spynaz
Wed May 08, 2013 4:32 pm
Forum: Support and Development
Topic: SpriteBatch
Replies: 5
Views: 1452

Re: SpriteBatch

micha wrote:There is no löve-built-in function for saving SpriteBatches. You have to keep track of what you put into the spritebatch and then save it by hand.
Alright.
by spynaz
Wed May 08, 2013 3:36 pm
Forum: Support and Development
Topic: SpriteBatch
Replies: 5
Views: 1452

Re: SpriteBatch

Plu wrote:You mean during the game? You can probably copy them and use that to save/load. If you mean to a file, I don't think so... you'll probably have to write something yourself.
I mean like saving when you exit the game and then loading when you return to the game again.
by spynaz
Wed May 08, 2013 3:11 pm
Forum: Games and Creations
Topic: Slime Ball
Replies: 35
Views: 19886

Re: Slime Ball

davisdude wrote:How you got it to save like that. I think you would use love.event.push or something, but I don't know...
Thanks! :awesome:
Oh I just used this library:
https://love2d.org/wiki/SICK
by spynaz
Wed May 08, 2013 3:08 pm
Forum: Libraries and Tools
Topic: Lighting Dynamics Demo
Replies: 30
Views: 16973

Re: Lighting Dynamics Demo

How would I change the color of the light in the pixel effect one?