Search found 9 matches

by Snowbadger
Fri Mar 18, 2016 11:21 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 437635

Re: "Questions that don't deserve their own thread" thread

Edit: Nevermind on that one. I finally figured out a fix. :awesome: Another question, though: If I were to compare arrays of strings, would there be a more efficient way than concatenating both arrays and comparing those resulting strings? For example, if I had something like this to populate an em...
by Snowbadger
Fri Mar 11, 2016 8:42 am
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 437635

Re: "Questions that don't deserve their own thread" thread

Edit: Nevermind on that one. I finally figured out a fix. :awesome: Another question, though: If I were to compare arrays of strings, would there be a more efficient way than concatenating both arrays and comparing those resulting strings? For example, if I had something like this to populate an emp...
by Snowbadger
Mon Jul 27, 2015 9:29 pm
Forum: Support and Development
Topic: Trouble debugging Bump
Replies: 6
Views: 2990

Re: Trouble debugging Bump

That does make sense, but for some reason that causes the player to snap to the window's origin. Trying any other offsets with the goalX/Y or actualX/Y does the same thing, so I'm not sure what that's about. But it did get me thinking about a different approach to working with the offsets, so I was ...
by Snowbadger
Fri Jul 24, 2015 8:03 pm
Forum: Support and Development
Topic: Trouble debugging Bump
Replies: 6
Views: 2990

Re: Trouble debugging Bump

Sorry for being unclear. I'm sure it's an error on my part -- I just can't determine if the error is due to a misuse of Bump or a misuse of Simple Tiled Integration. I am pretty rusty on programming and completely new to collision logic, so this is definitely my learning project.
by Snowbadger
Fri Jul 24, 2015 10:11 am
Forum: Support and Development
Topic: Trouble debugging Bump
Replies: 6
Views: 2990

Re: Trouble debugging Bump

Hi there, Your problem is that you are passing 'nil' to world:getRect. Quite literally, the value of the variable 'p' (or whatever name you used in your code for it) is nil. It is difficult to know exactly where the problem is without reading your whole code. It might be that you copy-pasted your d...
by Snowbadger
Thu Jul 23, 2015 11:28 pm
Forum: Support and Development
Topic: Trouble debugging Bump
Replies: 6
Views: 2990

Trouble debugging Bump

Hey everyone, Experimenting with Bump for a few days has helped me accomplish most of what I'm wanting to do, but I seem to be having a weird issue. I've got my player and collision objects set up and they seem to be working as expected. For further testing purposes, I'm wanting to make the hitboxes...
by Snowbadger
Sun Jun 28, 2015 5:35 am
Forum: Support and Development
Topic: Using layered/"paperdoll" sprites?
Replies: 8
Views: 3030

Re: Using layered/"paperdoll" sprites?

I think current (or future? I forget) versions of Löve guarantee Canvas support. It's safe to assume they will work. The next version. Well that is awesome news. Thanks for the heads-up! If you are worried about canvas not being compatible then you could use love.graphics.isSupported("canvas&q...
by Snowbadger
Fri Jun 26, 2015 11:42 pm
Forum: Support and Development
Topic: Using layered/"paperdoll" sprites?
Replies: 8
Views: 3030

Re: Using layered/"paperdoll" sprites?

Wow, it didn't even occur to me that it's possible to generate a custom spritesheet like this. I was dreading having to juggle spritesheets of every component for every frame. Yikes. I'd prefer to avoid canvases due to reading about their limited compatibility, but that does seem like the easiest wa...
by Snowbadger
Fri Jun 26, 2015 12:21 am
Forum: Support and Development
Topic: Using layered/"paperdoll" sprites?
Replies: 8
Views: 3030

Using layered/"paperdoll" sprites?

Hey, everyone! First post here. I've been tinkering with Love for just a few weeks, and I'd like to eventually implement character customization while still using sprite sheets (i.e., keeping the body, clothing, hair, etc. on separate layers to be able to mix and match them). Any suggestions as to h...