Search found 30 matches
- Sun Nov 21, 2021 9:48 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 755540
Re: Simple Tiled Implementation - STI v1.2.3.0
I have added debugging code to plugins/box2d.lua around line 53. The cascading if-else did not have an else branch and assigned the default on variable declaration. When I run the game, it takes the default path for most things and creates six new dynamic bodies which I cannot find when I drive the ...
- Sun Nov 21, 2021 8:38 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 755540
Re: Simple Tiled Implementation - STI v1.2.3.0
Hi, The nine rectangles collide and move when pushed by the bulldozer. The triangulated rock shape collides with the bulldozer and does not move. The first nine collision table entries look like this (they have different positions). The missing 'ox' is surprising; I wonder if it is related to the of...
- Wed Nov 17, 2021 2:09 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 755540
Re: Simple Tiled Implementation - STI v1.2.3.0
Trouble with Tiled I changed the rock tile in the map to have both collidable and dynamic custom properties. Completely different result: there is a factor of 2 position offset, the shapes are wrong, there is one left-over correct shape, and I can push the rectangles. The contents of the map's Lua f...
- Wed Nov 17, 2021 12:50 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 755540
Re: bulldozer and rocks - collision boxes in the wrong place
The white lines are drawn by the sketchy library. Each rock has a corresponding collection of triangles which were created by STI's box2d plugin. The size and shape match the rocks. When I dump the collisions table, I see eight sets of objects; each set has the same x,y coordinates. The coordinates ...
- Sat Nov 13, 2021 9:07 pm
- Forum: Support and Development
- Topic: STI & physics - body & shape offset
- Replies: 3
- Views: 5935
Re: STI & physics - body & shape offset
Excellent! Using the current STI master changes the behaviour. I will pursue this over at STI. Thank you.
- Sat Nov 13, 2021 9:05 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 755540
Re: Simple Tiled Implementation - STI v1.2.3.0
Hi, I am using Löve2D & physics with Tiled & STI. I am missing something. The shapes for the rocks are piled in the top left corner, instead of being attached to the sprites. Using the master from 2021-03-27 helped: all the rock shapes were centred on 0,0 when I used 1.2.3.0. I am attaching ...
- Sat Oct 23, 2021 1:34 am
- Forum: Support and Development
- Topic: STI & physics - body & shape offset
- Replies: 3
- Views: 5935
STI & physics - body & shape offset
Hi, This is my first real game in LÖVE2D. I am amazed at how far I have gotten. I have been stuck for several days and need help. If I do not express myself clearly, ask for clarification.I will try to improve. English is not my mother tongue. The game loads a map made with Tiled and uses STI with B...
- Sun Oct 17, 2021 9:36 pm
- Forum: Support and Development
- Topic: extra white lines in top left corser
- Replies: 3
- Views: 4897
Re: extra white lines in top left corser
Yes there is an object layer: the rocks are on that layer and you can see one in the screen capture image. The rocks are drawn where I expect them. The sketchy library showed me that all the rock collision "boxes" are in the middle of the screen. The bulldozer's collision box is offset and...
- Sat Oct 16, 2021 7:08 pm
- Forum: Support and Development
- Topic: extra white lines in top left corser
- Replies: 3
- Views: 4897
Re: extra white lines in top left corser
Adding .love file.
I hesitated because most of the source code is not in Lua. Beware!
I hesitated because most of the source code is not in Lua. Beware!
- Sat Oct 16, 2021 6:43 pm
- Forum: Support and Development
- Topic: extra white lines in top left corser
- Replies: 3
- Views: 4897
extra white lines in top left corser
Hi, I am building a top-down game. I used Tiled to create the map with collision polygons, exported to Lua, loaded & displayed it with STI, and built a player & displayed it. I am using LÖVE2D physics; I told STI about this. I recently made the map's object layer collidable and started displ...