Search found 139 matches

by Zireael
Mon Feb 20, 2017 3:53 pm
Forum: Support and Development
Topic: Some noob questions
Replies: 6
Views: 3694

Re: Some noob questions

1) the same way you set a local variable, just without the local keyword
2) DoYourThing() (capitalization is entirely optional) - however you need to have the DoYourThing() function defined beforehand
by Zireael
Mon Feb 20, 2017 3:15 pm
Forum: Games and Creations
Topic: Porting my own Veins of the Earth to LOVE
Replies: 90
Views: 53287

Re: Porting my own Veins of the Earth to LOVE

O_o Iso-test, a minimalistic test, downloaded 40 times?! Anyway the isometric version has almost reached feature parity with the orthogonal version. The GUI is there, the enemies and items spawn and can be interacted with appropriately. The character creation screen received an additional button tha...
by Zireael
Sat Feb 18, 2017 8:13 am
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 735862

Re: Simple Tiled Implementation - STI v0.18.1.0

Thanks Karai, I managed to figure it out (I was getting the tile under the cursor from love.mouse.getPosition() while I should have used gamera:toWorld(). I'm now wondering how would one implement a FOV with STI, given that STI draws the whole map at once. The part of the map outside FOV would proba...
by Zireael
Fri Feb 17, 2017 2:42 pm
Forum: Games and Creations
Topic: Porting my own Veins of the Earth to LOVE
Replies: 90
Views: 53287

Re: Porting my own Veins of the Earth to LOVE

What about STI? I've never used it's full potential, but maybe I'll be able to help? I was having a weird offset issue, turns out the fix was grabing the coordinates via the gamera (gamera:toWorld) instead of just love.mouse.getPosition(). Anyway, the teething issues with STI are all but solved, so...
by Zireael
Wed Feb 15, 2017 8:33 am
Forum: Support and Development
Topic: Lua Script Editor Needed
Replies: 18
Views: 13948

Re: Lua Script Editor Needed

Zerobrane Studio does have working debugging indeed. The way it's set up prevents the use of lovedebug library, though. And if your gamee is large, you have to manually flip its on/off state to avoid freezes/slowdowns.
by Zireael
Tue Feb 14, 2017 7:59 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 735862

Re: Simple Tiled Implementation - STI v0.18.1.0

Karai, I'm having problems accessing the tile data in layer. Specifically, I'm using STI's convertPixeltoTile to know what tile I'm mousing over, then I want to get the gid of that tile to know what kind of a tile it is (wall, floor, etc.). The map is isometric if it matters. The old method I found ...
by Zireael
Tue Feb 14, 2017 11:09 am
Forum: General
Topic: draw(TextObject) won't update color of TextObject?
Replies: 4
Views: 3160

Re: draw(TextObject) won't update color of TextObject?

Mitchist, I tried to do some debugging in Zerobrane. The values looked ok so I tried to experiment a bit.

Getting rid of the wait thingy produced the following. So it's wait borking things up, plus it's drawing in the wrong place.
deep space test.png
deep space test.png (373.82 KiB) Viewed 3102 times
by Zireael
Tue Feb 14, 2017 8:47 am
Forum: Games and Creations
Topic: Porting my own Veins of the Earth to LOVE
Replies: 90
Views: 53287

Re: Porting my own Veins of the Earth to LOVE

4aiman, that's an awesome line up. Re: ESC, point taken - I will fix this as I get to it. Currently up to my ears in STI :P
by Zireael
Mon Feb 13, 2017 4:51 pm
Forum: Games and Creations
Topic: Porting my own Veins of the Earth to LOVE
Replies: 90
Views: 53287

Re: Porting my own Veins of the Earth to LOVE

peterrust, I decided to pick up STI after all, due to the ability to work with isometric graphics. I had to start the port from scratch in a new folder to integrate STI properly, but since I have all the LOVE code lying in the old port folder, getting back up to speed should be fairly fast!
by Zireael
Mon Feb 13, 2017 4:49 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 735862

Re: Simple Tiled Implementation - STI v0.18.1.0

Now that STI has the capability to make randomized maps, I've decided to try working with STI. Alas, integrating it with an existing project turned out to be difficult, so I'm starting from scratch again :P