Search found 49 matches
- Sun Dec 17, 2023 7:28 pm
- Forum: General
- Topic: LÖVE 11.5 released!
- Replies: 36
- Views: 606225
Re: LÖVE 11.5 released!
Thank you!
- Wed Jan 26, 2022 9:01 pm
- Forum: Libraries and Tools
- Topic: Resolution Solution [library]
- Replies: 60
- Views: 204141
Re: Resolution Solution [library]
I'm having an issue with my game scaling in 16:9 resolutions. The scaling works fine in 4:3 and if my resolution is like 1279x720. But if it's in a 16:9 resolution and not 1920x1080 everything is off screen. I've looked at your example and I don't think I'm doing anything differently from your image...
- Thu Aug 26, 2021 7:23 pm
- Forum: Support and Development
- Topic: Logic only affected last index in table
- Replies: 1
- Views: 4332
Logic only affected last index in table
Have this button table here and I need to solve a bug where you can click through the button to whatever is behind it. I've tried to solve this by adding a variable 'LET_BUTTON_SELECTED' that will be true if any button is highlighted. However, this variable only turns true if the last created and en...
- Wed Aug 11, 2021 3:00 pm
- Forum: Support and Development
- Topic: [Solved] Animation plays differently when mirroring and when not
- Replies: 6
- Views: 6940
Re: Animation plays differently when mirroring and when not
The origin arguments shouldn't be scaled. plrWidth/playerScaling should probably just be plrWidth. But here's some advice: instead of drawing the sprite from the top left/right corner, draw it from the middle (and from the feet because things stand on the ground, and sprites are probably usually go...
- Sun Aug 08, 2021 7:10 pm
- Forum: Support and Development
- Topic: [Solved] Animation plays differently when mirroring and when not
- Replies: 6
- Views: 6940
Re: Animation plays differently when mirroring and when not
My guess is that it's related to "plrWidth / playerScaling" Removing that makes the left facing direction consistent with the right facing direction's problems. Do you have any idea how I could fix the right side? Welp, from: local plrWidth = v.animationTable[math.floor(v.current_frame)]:...
- Sun Aug 08, 2021 6:28 pm
- Forum: Support and Development
- Topic: [Solved] Animation plays differently when mirroring and when not
- Replies: 6
- Views: 6940
- Sun Aug 08, 2021 5:54 pm
- Forum: Support and Development
- Topic: [Solved] Animation plays differently when mirroring and when not
- Replies: 6
- Views: 6940
[Solved] Animation plays differently when mirroring and when not
Having a weird problem, this video might help visualize it. https://love2d.org/imgmirrur/48kJWdy.mp4 Basically the draw code I'm using for my left facing animation works exactly how it should but when I draw the animation for the right side it looks..off. My player's head doesn't seem to move with t...
- Thu Apr 05, 2018 2:31 am
- Forum: Support and Development
- Topic: Tile map drawing (Drawable expected, got nil)
- Replies: 3
- Views: 3992
Re: Tile map drawing (Drawable expected, got nil)
It may be an issue with lua not allowing you to index strings like tables? Your first code block treats map as a 2 dimensional table, but the second one has it be a 1D one with strings in it. You can't index strings with []. Yeah I ended up taking a nap and fixed it when I woke up. The map needed t...
- Wed Apr 04, 2018 7:18 pm
- Forum: Support and Development
- Topic: Tile map drawing (Drawable expected, got nil)
- Replies: 3
- Views: 3992
Tile map drawing (Drawable expected, got nil)
This is map drawing code function draw_map() for y = 1, map_display_h do for x = 1, map_display_w do love.graphics.draw(tile[map[y+map_y][x+map_x]],0,0) --love.graphics.draw(tile[map[2][2]],0,0) --love.graphics.draw(tile[level[y][x]], x*50, y*50) --love.graphics.draw(tiles, x*50, y*50) --love.graphi...
- Tue Sep 27, 2016 6:46 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 915
- Views: 838017
Re: Simple Tiled Implementation - STI v0.16.0.3
Correct. I also wanted to know if I can use a polygon shape as like a "rail" for my enemies to follow. Or if I have to use a pathfinding algorithm.Karai17 wrote:So you want to mouse over an STI object to determine what kind of units can be placed there?