Search found 543 matches
- 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...
- 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 ...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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.