Search found 49 matches

by AlexCalv
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! :awesome:
by AlexCalv
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...
by AlexCalv
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...
by AlexCalv
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...
by AlexCalv
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)]:...
by AlexCalv
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

Re: Animation plays differently when mirroring and when not

GVovkiv wrote: Sun Aug 08, 2021 6:18 pm 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?
by AlexCalv
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...
by AlexCalv
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...
by AlexCalv
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...
by AlexCalv
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

Karai17 wrote:So you want to mouse over an STI object to determine what kind of units can be placed there?
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.