Search found 18 matches
- Thu Dec 18, 2014 8:39 pm
- Forum: General
- Topic: Avatars: OBEY!
- Replies: 744
- Views: 481660
Re: Avatars: OBEY!
Helote. I am doin' it, right?
- Thu Dec 18, 2014 7:07 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 845
- Views: 326225
Re: Simple Tiled Implementation - STI v0.9.5
It does it when I call collision = map:initWorldCollision(world) like in the example. After further research, it appears to be the map file causing it. When you say it's for Tiled 10.1, does that mean we definitely CANNOT use 10.2? Or could it be something else? My map has alot of empty tiles in it.
- Wed Dec 10, 2014 7:15 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 845
- Views: 326225
Re: Simple Tiled Implementation - STI v0.9.4
I only read over the last few posts on the topic, so if this is addressed somewhere, I do apologize. I have had a couple of problems with the codebase, which I have worked around, but would like some clarification on. First: You mentioned that you set empty tiles to false in the newest version. The ...
- Tue Dec 09, 2014 9:11 am
- Forum: Libraries and Tools
- Topic: Navi - a message library (6/11 demo)
- Replies: 111
- Views: 29108
Re: Navi - a message library (6/11 demo)
I didn't look at your code sample, but what you are describing sounds like you need to explicitly set your color before drawing after navi/arc has been called.
- Sat Nov 22, 2014 6:31 am
- Forum: Support and Development
- Topic: How to remove images?
- Replies: 8
- Views: 4597
Re: How to remove images?
Huh. True, thanks for the pointer.zorg wrote: Actually, the bigger issue is that you'd be defining the local inside the if's
- Fri Nov 21, 2014 5:55 pm
- Forum: Support and Development
- Topic: How to remove images?
- Replies: 8
- Views: 4597
Re: How to remove images?
I'm still learning Lua, but I had a feeling that would be the case. You could also do an
Code: Select all
if (oldTime == nil) then
local oldTime -- etc
- Fri Nov 21, 2014 9:55 am
- Forum: Support and Development
- Topic: AnAL + full spritesheet
- Replies: 4
- Views: 1912
Re: AnAL + full spritesheet
For ease of use, you will probably want to split each set of animations into their own sheets. You'll also want to have them spaced evenly. You could use the GIMP for this.
- Fri Nov 21, 2014 9:46 am
- Forum: Support and Development
- Topic: How to remove images?
- Replies: 8
- Views: 4597
Re: How to remove images?
In your love.load() you'll want to assign a variable like "currentImage" currentImage = staticA In your love.draw() you want to draw your currentImage love.graphics.draw(currentImage, 0, 0) Then you'll need a callback to load.update(dt) There you can assign the current time to a local variable. Then...