Search found 907 matches

by Karai17
Tue Oct 16, 2012 8:22 pm
Forum: General
Topic: Split Projects and Demos Forum?
Replies: 4
Views: 782

Re: Split Projects and Demos Forum?

Well, if a demo is showcasing a library, then I'd say put it in a library subforum. If a demo is showcasing a WIP game, then games. c: Game demos vs finished games: I think they could stay in the same sub forum, and maybe tag a post with [WIP] or [COMPLETED]. My biggest complaint really is that it's...
by Karai17
Tue Oct 16, 2012 6:21 pm
Forum: General
Topic: Split Projects and Demos Forum?
Replies: 4
Views: 782

Split Projects and Demos Forum?

I was thinking it may be a good idea to split the projects and demos forum into two forums: libraries and games. It could make the forum(s) much easier to explore.

Just a thought~

Don't hurt me ._.
by Karai17
Tue Oct 16, 2012 5:53 pm
Forum: Libraries and Tools
Topic: Jumper : 2D Pathfinder with Jump Point Search (v.1.8.1)
Replies: 97
Views: 33125

Re: Jumper : 2D Pathfinder with Jump Point Search (v1.5.1.2)

This is quite brilliant! I look forward to your next release. :)
by Karai17
Mon Oct 15, 2012 2:34 pm
Forum: Libraries and Tools
Topic: Jumper : 2D Pathfinder with Jump Point Search (v.1.8.1)
Replies: 97
Views: 33125

Re: Jumper : 2D Pathfinder with Jump Point Search (v1.5.1.1)

Perhaps making a simplified version of the Tiled map, so all collisions are a "1" instead of the tile number, all "collide from top" are 2, etc?
by Karai17
Mon Oct 15, 2012 4:44 am
Forum: Libraries and Tools
Topic: Jumper : 2D Pathfinder with Jump Point Search (v.1.8.1)
Replies: 97
Views: 33125

Re: Jumper : 2D Pathfinder with Jump Point Search (v1.5.1)

I was thinking of a similar issue. I would like to be able to create a grid where some tiles can be passed through on some sides, instead of a standard 0/1 collision grid. My original idea was to apply tile properties in Tiled but now that I am using Jumper for collision detection, that isn't really...
by Karai17
Sat Oct 13, 2012 2:23 am
Forum: Libraries and Tools
Topic: Advanced Tiled Loader - No longer maintained
Replies: 260
Views: 96741

Re: Advanced Tiled Loader - Updated to 0.11.2!

I just updated ATL from GitHub and when I disable autoDrawRange(), only tiles from 0,0 to 27,21 draw, regardless of where I move to. I'm still trying to wrap my head around custom layers so I wanted to disable this for now but... :\

I've tried multiple maps, too. Thoughts?
by Karai17
Thu Oct 11, 2012 11:58 pm
Forum: Libraries and Tools
Topic: Advanced Tiled Loader - No longer maintained
Replies: 260
Views: 96741

Re: Advanced Tiled Loader - Updated to 0.11.2!

:* So I'm looking through your tutorial and I got it working fine (hurrah!) but now that I am trying to integrate this into my game, I am a little baffled on how layer:toCustomLayer() works. It calls convertPlayer, I get that much. What confuses me is where exactly playerOld comes from. It seems to ...
by Karai17
Thu Oct 11, 2012 11:23 pm
Forum: Libraries and Tools
Topic: Advanced Tiled Loader - No longer maintained
Replies: 260
Views: 96741

Re: Advanced Tiled Loader - Updated to 0.11.2!

Ooh, brilliant, I'll have a look!

Note: I just updated ATL and I got this error:

Error: Syntax error: libs/AdvTiledLoader/Object.lua:57: unexpected symbol near '1'

Removing the '1' fixed it :P
by Karai17
Thu Oct 11, 2012 4:02 pm
Forum: Libraries and Tools
Topic: Advanced Tiled Loader - No longer maintained
Replies: 260
Views: 96741

Re: Advanced Tiled Loader - Updated to 0.11.2!

Right, so tx and ty are the translation, which I get. scale and padding also make sense (though I would use the word margin, not padding) So I'm not too crazy, I do understand the values going in... yet I do not understand why my Entities disappear unless I am on the top left of the map... If you'd ...