Search found 478 matches
- Thu Oct 19, 2017 1:05 pm
- Forum: Support and Development
- Topic: Implementing A* pathfinding in my hexagon grid based game
- Replies: 2
- Views: 1527
Re: Implementing A* pathfinding in my hexagon grid based game
local neighbors = grid:neighbors(cur.q,cur.r) for neighborInd, neighbor in pairs(neighbors) do local neighborsD = hexes.getHexagon(neighbor) if neighborsD["text"]~="1" then if not find(closedset,neighbor) then local tempG=curData.g+1 if find(openset,neighbor) then if tempG<neighborsD.g then neighbo...
- Thu Oct 19, 2017 12:33 pm
- Forum: Support and Development
- Topic: SpriteSheet Help
- Replies: 11
- Views: 2753
Re: SpriteSheet Help
You need to increment your table index CF.KyleFlores1014 wrote: ↑Thu Oct 19, 2017 12:06 pmIve found my mistake there. Sorry for that, I have fixed it and the only problems are when the player moves it doesnt transition to the walking animation
- Thu Oct 19, 2017 11:50 am
- Forum: Games and Creations
- Topic: Animal Factory
- Replies: 21
- Views: 11046
Re: Animal Factory
No. I'm writing a compiler that combines all required files into one and does minification on the result, and optionally turn it into bytecode. The bytecode step was omitted here to ensure maximum compatibility with different runtime versions. You can compile to luajit bytecode safely, it's cross p...
- Thu Oct 19, 2017 11:44 am
- Forum: Support and Development
- Topic: Lighters pause in midpoints
- Replies: 10
- Views: 4018
Re: Lighters pause in midpoints
It actually still does the pause in midpoints. I would like it to go from first beacon placed to second, then third. Does anyone know how to do that? Sorry I missed the part where you needed to press the button "a" for the units to spawn. The reason your units stop in the middle of even number of s...
- Thu Oct 19, 2017 2:38 am
- Forum: Games and Creations
- Topic: Animal Factory
- Replies: 21
- Views: 11046
Re: Animal Factory
I'm curious about the code obfuscation, did you use some public tool?
- Thu Oct 19, 2017 2:30 am
- Forum: Support and Development
- Topic: REQUESTING ASSISTANCE - Simple Tiled Implementation
- Replies: 1
- Views: 756
Re: REQUESTING ASSISTANCE - Simple Tiled Implementation
I have no idea how you managed to get an adobe photoshop file inside your bump.lua or other amazing things I've seen. Attached a properly included STI in your project.
- Thu Oct 19, 2017 12:54 am
- Forum: Support and Development
- Topic: Limiting framerate / timestep when player's GPU doesn't support vsync?
- Replies: 4
- Views: 1482
Re: Limiting framerate / timestep when player's GPU doesn't support vsync?
Here's some interesting insight on the topic https://www.factorio.com/blog/post/fff-70
- Wed Oct 18, 2017 1:04 am
- Forum: Libraries and Tools
- Topic: toboolean function
- Replies: 22
- Views: 7064
- Wed Oct 18, 2017 1:02 am
- Forum: Support and Development
- Topic: Animate images by varying opacity
- Replies: 2
- Views: 995
Re: Animate images by varying opacity
Timer = require "hump.timer" local function nextImage() return { color = {math.random()*255,math.random()*255,math.random()*255}, alpha = 0, x = math.random()*100+100, y = math.random()*100+100, } end local lastImage,currentImage local function afterTween() lastImage = currentImage currentImage = n...
- Wed Oct 18, 2017 12:25 am
- Forum: Libraries and Tools
- Topic: toboolean function
- Replies: 22
- Views: 7064