Search found 27 matches
- Wed Jan 27, 2016 11:16 pm
- Forum: Support and Development
- Topic: Clicking through large amounts of text
- Replies: 6
- Views: 3846
Re: Clicking through large amounts of text
texts = {} texts[1] = "blablabla" texts[2] = "bablalba" -- etc, etc, etc... currentText=1 if kb.isDown("space") then currentText = currentText + 1; end gr.printf(texts[currentText],, 25, 455, 580, "center" ) You can make it even better way, it's the first thi...
- Tue Jan 19, 2016 6:51 pm
- Forum: Support and Development
- Topic: Looking for beginner tutorial about turn based games
- Replies: 10
- Views: 8471
Re: Looking for beginner tutorial about turn based games
I sincerely believe that there's no such thing - except for maybe some books on implementing AI in video games. The way I see it: 1) Check out things like circular buffers, stacks and other essential data types. Learn how to implement them yourself or how to use existing solutions. 2) Check out algo...
- Mon Jan 18, 2016 9:44 pm
- Forum: Support and Development
- Topic: Help Separate 2 Objects
- Replies: 3
- Views: 2342
Re: Help Separate 2 Objects
Hi there! First of all - thanks for posting your problem. I've had very similar setup for my ongoing project which I have not been able to test yet, and when I finally tested it thanks to your post I've ran into the same problem. I've had to do some code refactoring and the best solution for me was ...
- Wed Dec 23, 2015 12:32 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120919
Re: Löve "Light vs. Shadow" Engine v2
Uhh... broken with new Love version... Will there be a fix?
- Sun Feb 22, 2015 2:32 pm
- Forum: Support and Development
- Topic: Isometric Draw Order
- Replies: 9
- Views: 6178
Re: Isometric Draw Order
It would be better if you just stored all of your objects in one table to start with, unless you have a certain reason (aside from organization) as to why you shouldn't. I actually thought of one other thing you could do: pass the same reference to both tables. This would use a lot of memory, but y...
- Sun Feb 22, 2015 8:54 am
- Forum: Support and Development
- Topic: Isometric Draw Order
- Replies: 9
- Views: 6178
Re: Isometric Draw Order
Thanks for answer Judging by your pictures, what you really mean is 2.5D, not Isometric. I can't really draw ;-) Second, you can achieve what you want with an aspect of the object called the "z". Draw objects with a high z first and objects with low z last. That would be really beautiful.....
- Sat Feb 21, 2015 9:13 pm
- Forum: Support and Development
- Topic: Isometric Draw Order
- Replies: 9
- Views: 6178
Re: Isometric Draw Order
Hey, thanks again for replies! STI allows you to place custom layers inbeteen the others Yes, I'm perfectly aware of this functionality. And, of course, I meant STI not STL, as previously written... Please treat it as a missclick ;-) Anyway, here's where the problem lies: (Excuse me for my lazy draw...
- Fri Feb 20, 2015 8:24 am
- Forum: Support and Development
- Topic: Isometric Draw Order
- Replies: 9
- Views: 6178
Re: Isometric Draw Order
Thanks for the reply! Put all the things (= objects, floor tiles, walls...) into one list and sort these by x or y coordinate and then draw from back to front. That's exactly what I want to do... Only problem is that I don't really know how to do that with ATL or STL. I want to draw floor. Then I wa...
- Thu Feb 19, 2015 11:29 am
- Forum: Support and Development
- Topic: Isometric Draw Order
- Replies: 9
- Views: 6178
Isometric Draw Order
Hello there! I've got this five layers in Tiled Map Editor -Floor -Wall "base" -Wall "middle" -Wall "roof" -Objects layer And ATL or STL library, whichever'd allow me to do my stuff easier. Object layer houses player, enemies and environment elements Player and enemies ...
- Sat Aug 09, 2014 9:44 pm
- Forum: Support and Development
- Topic: Hi all! - Various questions on Love2d
- Replies: 31
- Views: 16122
Re: Hi all! - Various questions on Love2d
I'm don't really know Anal lib, instead I use https://github.com/kikito/anim8 and I'm very fond of it. I know it's not very helpful, but so far I've never ran in such a problem with anim8 and porting your animation to it should be matter of seconds