Search found 4 matches
- Wed Apr 27, 2016 5:22 pm
- Forum: General
- Topic: Ok maybe i'm stupid
- Replies: 9
- Views: 10965
Re: Ok maybe i'm stupid
They're separated so that it's easier to prevent game logic from interfering with what's displayed on screen. Without that distinction you just have to be more careful all your game logic is running before your display code.
- Fri Nov 20, 2015 3:46 pm
- Forum: Support and Development
- Topic: Invalid escape sequence near ""
- Replies: 3
- Views: 4682
Re: Invalid escape sequence near ""
I believe with libraries that have an init.lua you want to require the folder itself.
So if that's the case, you'd want
Give that a try and see if it works.
So if that's the case, you'd want
Code: Select all
splashy = require "lib.splashy"
- Sun Nov 15, 2015 12:39 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 918
- Views: 869781
Re: Simple Tiled Implementation - STI v0.14.1.6
If I have an object layer from Tiled and want objects in that layer to toggle visibility, how can I make it do so on the map itself? I'm making a Wizardry-style dungeon crawler and want my map/mini-map to update with changes. For example, I'd like door indicators to disappear when doors are opened,...
- Thu Nov 12, 2015 4:52 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 918
- Views: 869781
Re: Simple Tiled Implementation - STI v0.14.1.6
If I have an object layer from Tiled and want objects in that layer to toggle visibility, how can I make it do so on the map itself? I'm making a Wizardry-style dungeon crawler and want my map/mini-map to update with changes. For example, I'd like door indicators to disappear when doors are opened, ...