I realized that I actually won't need this once I go over to actual graphics haha. Sorry to bother.
clever work arounds though. Never thought to use stencils to not draw the rectangles over each other.
Search found 345 matches
- Wed Nov 12, 2014 3:35 am
- Forum: Support and Development
- Topic: Make alpha not add?
- Replies: 6
- Views: 3050
- Tue Nov 11, 2014 7:14 am
- Forum: Support and Development
- Topic: Make alpha not add?
- Replies: 6
- Views: 3050
Re: Make alpha not add?
We have a list of the BlendMode Formulas on the wiki . I believe, what you are looking for the the "replace" mode. Hmm. Looks like it's making the transparencies in images black. Any way to keep transparencies transparent? haha. That's probably why I didn't use it is because of that probl...
- Tue Nov 11, 2014 5:21 am
- Forum: Support and Development
- Topic: Make alpha not add?
- Replies: 6
- Views: 3050
Make alpha not add?
Not really sure the term for it. I think it's additive or something but I've tried all the blend modes, and non of them are what I was looking for haha. If I was to have a rectangle that was 255 green with 100 alpha. Then another 255 green and 100 alpha rectangle on top, it would be like a 255 green...
- Tue Nov 11, 2014 4:07 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1488956
Re: What's everyone working on? (tigsource inspired)
Here's an update on how slow my progress is.
Next up, maybe actual graphics...
Next up, maybe actual graphics...
- Mon Nov 10, 2014 9:53 am
- Forum: General
- Topic: ZeroBrane Studio Lua IDE v0.90 is out
- Replies: 21
- Views: 10328
Re: ZeroBrane Studio Lua IDE v0.90 is out
Sweet Jesus!
Any compatibility issue's we should know about as far as plug-ins and the like?
EDIT:
Everything seems to look fine with packages wise and the like (I just couldn't wait for the awesomeness, I had to have it)
Any compatibility issue's we should know about as far as plug-ins and the like?
EDIT:
Everything seems to look fine with packages wise and the like (I just couldn't wait for the awesomeness, I had to have it)
- Sun Nov 09, 2014 5:09 am
- Forum: Support and Development
- Topic: Isometric
- Replies: 11
- Views: 6527
Re: Isometric
I'm not going to lie.. That didn't help a whole lot... (Actually it might of, I don't think the thingies are 30 degrees)[Which brings me to my question of how you got such perfect artwork. Mines so aliased :/ hard to get to work with gimp.] I did get the mouse thing to work though... I didn't think ...
- Sun Nov 09, 2014 1:27 am
- Forum: General
- Topic: More useful error messages?
- Replies: 4
- Views: 2137
Re: More useful error messages?
Interesting. Like assert but multiple type checks, I think I may use that in the future. Still doesn't fix my original problem though. The trick is me trying to access an index to pass it into a functions argument. like function(table.table.value), but the middle table or value is nil... Not sure wh...
- Sun Nov 09, 2014 12:00 am
- Forum: General
- Topic: More useful error messages?
- Replies: 4
- Views: 2137
More useful error messages?
Anyone know of a way to make error messages more useful? Having to go back through old code and making stuff isometric is quite a pain. And it doesn't help when it throws an error on a function saying trying to index nil value when I'm passing in about 8 arguments or something. Maybe something that ...
- Sat Nov 08, 2014 11:35 pm
- Forum: Support and Development
- Topic: Isometric
- Replies: 11
- Views: 6527
Re: Isometric
oh... I was.. talking... about... Ivan's tutorial >.>Karai17 wrote:At the very bottom of map.lua in sti, there are functions that convert world space to and from screen space.
<.<
>.>
- Sat Nov 08, 2014 11:14 pm
- Forum: Support and Development
- Topic: Isometric
- Replies: 11
- Views: 6527
Re: Isometric
I'm not really sure how to approach it. I though I could just have every tile, like in a sprite sheet be in that kind of diamond shape and just do some manual offseting in x and y to line them all up. Take a look at: http://2dengine.com/doc_1_3_10/gs_isometric.html and http://2dengine.com/doc_1_3_1...