Search found 51 matches

by szmol96
Mon May 12, 2014 4:40 pm
Forum: Support and Development
Topic: creating new objects when needed
Replies: 11
Views: 6523

Re: creating new objects when needed

Leaving the area that spawns the enemy doesn't despawn it.
by szmol96
Sun May 11, 2014 6:43 pm
Forum: Support and Development
Topic: Checking pixels in tmx files
Replies: 25
Views: 12086

Re: Checking pixels in tmx files

I have found an alternate solution. Checking pixels in a 640x480 image doesn't lag, does it? So, I came up with the idea of dividing my map to 640x480 segments and only check the segment the player is currently in. I have made a table of the map segments. map = { a1 = { x = 0, y = 0, width = 640, he...
by szmol96
Sun May 11, 2014 6:33 pm
Forum: Support and Development
Topic: creating new objects when needed
Replies: 11
Views: 6523

Re: creating new objects when needed

Just don't change the the positions. I only wrote that code to show an example how to change the position of your enemies. If you don't want them to move, delete those two lines.
by szmol96
Sun May 11, 2014 7:50 am
Forum: Support and Development
Topic: creating new objects when needed
Replies: 11
Views: 6523

Re: creating new objects when needed

Of course it goes away if you left

Code: Select all

o.x = o.x + 10 * dt
o.y = o.y + 10 * dt
as it was.
by szmol96
Sat May 10, 2014 6:33 pm
Forum: Support and Development
Topic: creating new objects when needed
Replies: 11
Views: 6523

Re: creating new objects when needed

First of all, you have to create a table, like this: enemies = { } I assume you can handle player positions, x and y. Then you would check if the player is at a certain position. if player.x == something and player.y == something then --do something end or if player.x > something and player.y > some...
by szmol96
Thu Apr 17, 2014 8:18 pm
Forum: Support and Development
Topic: Checking pixels in tmx files
Replies: 25
Views: 12086

Re: Checking pixels in tmx files

OK, I will see it tomorrow. Thanks for your time and effort. :)
by szmol96
Thu Apr 17, 2014 7:53 pm
Forum: Support and Development
Topic: Checking pixels in tmx files
Replies: 25
Views: 12086

Re: Checking pixels in tmx files

I haven't tried it yet, but it looks a bit complicated to me.
by szmol96
Thu Apr 17, 2014 7:40 pm
Forum: Support and Development
Topic: Checking pixels in tmx files
Replies: 25
Views: 12086

Re: Checking pixels in tmx files

I want pixel collision so much, but I don't know what to do... :(
by szmol96
Thu Apr 17, 2014 6:59 pm
Forum: Support and Development
Topic: Checking pixels in tmx files
Replies: 25
Views: 12086

Re: Checking pixels in tmx files

I was thinking about making a tilemap like this: map={ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 1, 0, 0, 2, 2, 2, 0, 3, 0, 3, 0, 1, 1, 1, 0, 0, 0, 0, 0}, { 0, 1, 0, 0, 2, 0, 2, 0, 3, 0, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0}, { 0, 1, 1, 0, 2, 2, 2, 0, 0, 3, 0, 0, 1, 1, 0, 0, 0, 0, ...
by szmol96
Thu Apr 17, 2014 5:37 pm
Forum: Support and Development
Topic: Checking pixels in tmx files
Replies: 25
Views: 12086

Re: Checking pixels in tmx files

I have tried your method, and i think nothing is wrong with it. But there is a problem...again. I made a 2560x1920 map image for testing and the game was stuck with loading it, that's why i was asking the original question. If I can't check pixels in .tmx files, then can I make a tilemap and check t...