Search found 50 matches
- Sun Jul 16, 2017 5:29 am
- Forum: Libraries and Tools
- Topic: ImGui LÖVE module
- Replies: 169
- Views: 239985
Re: ImGui LÖVE module
I've written a file picker dialog using lfs and imgui. This was my first attempt at using imgui. The lack of documentation made it more difficult than it needed to be starting out, but once I got the hang of relating the C++ documentation to the Lua bindings, it went quite smoothly. I'm really happy...
- Fri Mar 17, 2017 5:24 pm
- Forum: Support and Development
- Topic: Movement Speed Fix Help
- Replies: 9
- Views: 4501
Re: Movement Speed Fix Help
Can you post your code so we can see what is causing the issue?
- Fri Mar 17, 2017 4:41 pm
- Forum: Support and Development
- Topic: STI with Bump plugin
- Replies: 21
- Views: 29505
Re: STI with Bump plugin
Read the Bump documentation. Bump is the collision library. You'll need to add your player to the world, and then all movements will have to be called through bump's move function. The bump github page gives examples on how to do all of this. Basically, bump has a list of all collidables. When you m...
- Fri Mar 17, 2017 4:27 pm
- Forum: Support and Development
- Topic: STI with Bump plugin
- Replies: 21
- Views: 29505
Re: STI with Bump plugin
Well, do you have the bump library loaded? You'll need to get bump.lua, put it into your game's directory, and load it into your game using
You can't use STI's bump plugin unless you have bump loaded.
Code: Select all
local bump = require('bump')
- Fri Mar 17, 2017 11:10 am
- Forum: Support and Development
- Topic: STI with Bump plugin
- Replies: 21
- Views: 29505
Re: STI with Bump plugin
If you need more complicated collisions, for example, using two collision boxes for a corner wall, or a smaller collision box for a thin wall, you can open the Tile Collision Editor in Tiled, and create collision boxes for an individual tile. If these collision boxes exist, STI's bump plugin will lo...
- Fri Mar 17, 2017 11:05 am
- Forum: Support and Development
- Topic: STI with Bump plugin
- Replies: 21
- Views: 29505
Re: STI with Bump plugin
If you want to make a specific tile collidable, click the tile in your tileset pane, and then under the properties pane on the left, click the + icon, and create a new boolean property called collideable. Set this to true. Once you've added collidable tiles in your tiled map, you need to load them i...
- Tue Mar 14, 2017 6:45 pm
- Forum: Support and Development
- Topic: Is it worth it to make a built in tile editor?
- Replies: 16
- Views: 13196
Re: Is it worth it to make a built in tile editor?
Creating your own tile editor will certainly be a learning experience, but also takes quite a bit of time and knowledge. My personal recommendation is to use something like Tiled, which is quite powerful and exports to a Lua file that you can load with STI, or by writing your own map loader. Only wr...
- Tue Mar 14, 2017 6:36 pm
- Forum: Support and Development
- Topic: Help: Spawning multiple enemies at set locations
- Replies: 4
- Views: 3716
Re: Help: Spawning multiple enemies at set locations
I'm glad you got it working, but I would like to add that you should not be using a global variable for enemy. -- enemy = {} -- Not necessary enemies_controller = {} enemies_controller.enemies = {} function enemies_controller:spawnEnemy(x, y) local enemy = {} -- This variable can be local since we c...
- Sun Mar 12, 2017 4:06 pm
- Forum: Libraries and Tools
- Topic: Classy - Middleclass Inspired, But a lot faster
- Replies: 12
- Views: 11695
Re: Classy - Middleclass Inspired, But a lot faster
I'm porting my engine to use Classy rather than Middleclass in a separate branch so I can test the difference. But I'm running into an issue. Middleclass syntax: local Person = class('Person') Person.species = 'Human' Person.numArms = 2 Person.numFingers = 10 Person.defaultPicture = love.graphics.ne...
- Sat Mar 04, 2017 7:30 pm
- Forum: Games and Creations
- Topic: BLAST FLOCK
- Replies: 9
- Views: 6354
Re: BLAST FLOCK
Please provide either a .love file or a Linux binary