Sounds like an issue with your tiled draw function, have you tried STI to see if you could replicate the problem?
I think I know what the issue is, but can't fix it for like 6 hours as I'm at work...
Search found 68 matches
- Wed Jul 09, 2014 8:17 pm
- Forum: General
- Topic: A problem with drawing a tiled map
- Replies: 6
- Views: 3968
- Wed Jul 09, 2014 3:12 am
- Forum: Games and Creations
- Topic: Duck Marines [1.0 RC2]
- Replies: 10
- Views: 7190
Re: Duck Marines [1.0 RC1]
Probably the best Chu Chu Rocket clone I've seen :neko: Wow, haven't played that game in years! I haven't played Chu Chu Rocket in a long time, I mean really.. I played the game a lot back in the dreamcast days as it was an amazing game! I would actually say this is MUCH more difficult than chu-chu...
- Mon Jul 07, 2014 2:52 am
- Forum: Support and Development
- Topic: Hitting the Video Memory Wall
- Replies: 2
- Views: 1757
Re: Hitting the Video Memory Wall
Simplify, don't have 1 big spritesheet!
Keep idle, movement, attacking, stances, etc as there own spritesheets just name them name[?].png the ? mark is just a placeholder and just use a for statement and compare it to the #playerstates and that should do the job.
Keep idle, movement, attacking, stances, etc as there own spritesheets just name them name[?].png the ? mark is just a placeholder and just use a for statement and compare it to the #playerstates and that should do the job.
- Sun Jul 06, 2014 8:56 pm
- Forum: Support and Development
- Topic: love.graphics.print "what am I doing wrong?"
- Replies: 2
- Views: 1381
Re: love.graphics.print "what am I doing wrong?"
Hey thanks^^
- Sun Jul 06, 2014 7:19 pm
- Forum: Support and Development
- Topic: love.graphics.print "what am I doing wrong?"
- Replies: 2
- Views: 1381
love.graphics.print "what am I doing wrong?"
I have a simple question, normally when I want to greet someone in game I would just output "hello" + name, x, y and call it a day and that works in just about everything I've used, but I guess lua is the oddball here or I'm just too use to C syntax at this point. Code: -- Variables lg = l...
- Sat Jul 05, 2014 11:21 pm
- Forum: Libraries and Tools
- Topic: Calculator function
- Replies: 14
- Views: 4944
Re: Calculator function
I actually may have use for this! Of course most of the time I'm only calculating damage from the player or enemy.
- Wed Jul 02, 2014 6:05 pm
- Forum: Support and Development
- Topic: How do I make an image change when clicked?
- Replies: 5
- Views: 2846
Re: How do I make an image change when clicked?
There is a simple command that you can use statements for such a thing and it's called "switch"
so.
so if clicked just switch the graphic^^
so.
Code: Select all
switch variablename {
A: do stuff break;
B: do stuff break;
}
- Tue Jul 01, 2014 4:53 pm
- Forum: Support and Development
- Topic: Using Loop to animate Sprites
- Replies: 3
- Views: 2034
Re: Using Loop to animate Sprites
The easiest way to animate frames is. Width, Height of the actual spritesheet. Number of frames in the sprite sheet. So say your walking "down" frames starts at frame 1 and goes to frame 5, you loop 1-5. I swear there was documentation covering spritesheets... Generally for loops work like...
- Tue Jul 01, 2014 2:46 pm
- Forum: General
- Topic: Avatars: OBEY!
- Replies: 763
- Views: 1002012
Re: Avatars: OBEY!
I seriously don't get OBEY! at all...
2008 feels like yesterday also.
2008 feels like yesterday also.
- Tue Jul 01, 2014 2:16 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 730656
Re: Simple Tiled Implementation - STI v0.7.4
This seems like it progressed quite a bit!
The last library I used for tile importing would load the tile but when I got towards the edge of the screen I'd see black not the end of the map, did your implementation solve this issue?
The last library I used for tile importing would load the tile but when I got towards the edge of the screen I'd see black not the end of the map, did your implementation solve this issue?