Search found 930 matches
- Sat Aug 22, 2020 1:54 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 735879
Re: Simple Tiled Implementation - STI v1.2.3.0
Are you sure you are using the correct relative path for the map file? For example, may it be in a folder and not on the root of the game's directory?
- Tue Jun 09, 2020 5:11 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 735879
Re: Simple Tiled Implementation - STI v1.2.3.0
For me, #map.layers printed out "2" to terminal, but a basic operator apparently having nondeterministic output is...pretty shocking to say the least. Since map.layers is an array with deterministic length I think it should be fine to use #map.layers here right? It is deterministic, just ...
- Mon Jun 01, 2020 6:08 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 735879
Re: Simple Tiled Implementation - STI v1.2.3.0
local layer = map:addCustomLayer("Sprites", 8) This line seems to trip people up fair bit, I may adjust how this works. But for now, that 8 is the index number you are assigning to the layer. In STI, layers are given both a name and an index. The index is used for draw order, and the name...
- Tue May 26, 2020 5:52 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 735879
Re: Simple Tiled Implementation - STI v1.2.3.0
you don't have a layer in your map named Spawn Point so trying to remove it is throwing an error.
- Mon May 11, 2020 7:46 pm
- Forum: Support and Development
- Topic: love.graphics.draw are the x and y floats ? is floor needed ?
- Replies: 7
- Views: 5005
Re: love.graphics.draw are the x and y floats ? is floor needed ?
Anything involving pixel coordinates needs to be floored.
- Mon May 11, 2020 7:44 pm
- Forum: Support and Development
- Topic: adding lua periphery library
- Replies: 2
- Views: 2943
Re: adding lua periphery library
You basically can't do this on Windows. You need to compile the C module on Linux and do other Linuxy things to get it working. This also seems to be built for Lua 5.3 and may no tbe compatible with LOVE (LuaJIT aka Lua 5.1 + some other stuff).
- Thu Apr 23, 2020 10:49 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 735879
Re: Simple Tiled Implementation - STI v1.2.3.0
Hm. It would seem that luajit isn't properly removing canvases when they are dereferenced. I'll have to look into this. I can call :release() on canvases when they are knowingly being tossed, such as when resizing the window, but I may need to add some sort of destroy function to a map to properly c...
- Wed Apr 22, 2020 6:20 pm
- Forum: Libraries and Tools
- Topic: LÖVE3D
- Replies: 201
- Views: 166149
Re: LÖVE3D
I am unsure, I've not used that before. However, I don't see why it wouldn't work.
- Fri Feb 21, 2020 8:40 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 735879
Re: Simple Tiled Implementation - STI v1.2.3.0
Yeah, custom layers are just layers that you dump your own data into. You can use one layer for tonnes of objects, it just allows you to order the draws so that your objects draw over and under other layers correctly. As for the crash, I am uncertain about that. Can you share a .love example I can t...
- Fri Feb 21, 2020 1:47 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 735879
Re: Simple Tiled Implementation - STI v1.2.3.0
Once you init the collision world, you'd need to add new collision data to the world manually. You can swap tiles in and out of layers visually, but no collision data will be added by doing that. Basically, STI provides a graphical representation of your physics world, but they are otherwise indepen...