Search found 543 matches

by MrFariator
Sat Sep 07, 2024 2:28 pm
Forum: General
Topic: Dealing with overlaping sprites and mouse hover
Replies: 5
Views: 1537

Re: Dealing with overlaping sprites and mouse hover

Indeed, if the amount of cards held grows and grows, you'd need to aply additional checks or methodology to the card picking. This could be spacing cards the further away they are from the cursor's current position, doing the zoom effect that you mention, or maybe even doing a "sub-selection&qu...
by MrFariator
Fri Sep 06, 2024 6:00 pm
Forum: General
Topic: Dealing with overlaping sprites and mouse hover
Replies: 5
Views: 1537

Re: Dealing with overlaping sprites and mouse hover

There can be a few ways to go about this, but the one that comes immediately to mind is that you check for cards in the cursor's current position. If only a single card is detected, you do the appropriate things on that card. If multiple cards are detected, you use some heurestic to determine which ...
by MrFariator
Fri Aug 23, 2024 5:23 am
Forum: General
Topic: What is your solution to inventory management?
Replies: 7
Views: 5780

Re: What is your solution to inventory management?

It ultimately comes down to how many items you are expected to juggle around with, and how the game is played (Exclusively mouse and keyboard? Controller support?). As such, there is no one-size-fits-all solution, and you may have to adjust things according to your specific game's needs. Additionall...
by MrFariator
Thu Aug 08, 2024 12:02 pm
Forum: Support and Development
Topic: Tutorial on how I implemented Steam Achievements with luasteam
Replies: 4
Views: 5379

Re: Tutorial on how I implemented Steam Achievements with luasteam

On Linux you'd grab an .so instead of a .DLL, otherwise the setup is similar. I did find, however, that when making an AppImage for distribution on Linux ( using the steps on the wiki ), I had to place the .so under: squashfs-root/lib/lua/5.1/luasteam.so Other paths probably work with the correct co...
by MrFariator
Mon Aug 05, 2024 11:59 pm
Forum: General
Topic: Atom alternatives
Replies: 10
Views: 7156

Re: Atom alternatives

I personally use Sublime Text, thought I'd mention it since I use it on Windows, Linux and Mac. Setting it up can be a bit of a pain, at least for me since there are a lot of settings I tend to turn off or change.
by MrFariator
Thu Aug 01, 2024 10:54 pm
Forum: Support and Development
Topic: Need help with Bump.lua Filters
Replies: 14
Views: 7401

Re: Need help with Bump.lua Filters

If you consider my first post in this thread, when running world:move on your player, you'd do: local newX, newY, cols, len = world:move (player, targetX, targetY, playerFilter) for i = 1, len do local other = cols[i].other if other.type == "isPlayerKillingCollision" then death() return en...
by MrFariator
Thu Aug 01, 2024 8:31 pm
Forum: Support and Development
Topic: Need help with Bump.lua Filters
Replies: 14
Views: 7401

Re: Need help with Bump.lua Filters

If it printed nil, then perhaps you weren't reading the 'base' property from the tiled map, and setting it to your tile objects accordingly before inserting them to the bump world. I've never used STI, so I wouldn't know how that part should be done, but seems like your solution achieves much of the...
by MrFariator
Thu Aug 01, 2024 7:29 pm
Forum: Support and Development
Topic: Need help with Bump.lua Filters
Replies: 14
Views: 7401

Re: Need help with Bump.lua Filters

If in doubt, try printing your object's 'base' field before inserting it into the bump world (ie. just print "myObj.base" and see what it prints). If it's undefined (nil) or a non-string value, your filter will return 'slide' in all cases. If it's undefined, you're not importing that infor...
by MrFariator
Thu Aug 01, 2024 5:17 pm
Forum: Support and Development
Topic: Need help with Bump.lua Filters
Replies: 14
Views: 7401

Re: Need help with Bump.lua Filters

Ninja'd by cip, but posting my reply anyway. Lets assume you have a player object like the following: local player = { x = 0, y = 0, w = 16, h = 16, isPlayer = true } -- insert the object into the world: world:add (player, player.x, player.y, player.w, player.h) Just a single table, as an example. A...
by MrFariator
Thu Jul 25, 2024 10:20 pm
Forum: General
Topic: LÖVE2D General Library
Replies: 3
Views: 5137

Re: LÖVE2D General Library

The general math page on the wiki also contains some commonly needed math functions.