Search found 21 matches
- Sat May 25, 2019 7:41 pm
- Forum: Support and Development
- Topic: [SOLVED] RPG Party System
- Replies: 6
- Views: 6679
Re: RPG Party System
That code worked; I just had to add a check to make sure the player was moving. Thank you!
- Thu May 23, 2019 1:50 am
- Forum: Support and Development
- Topic: [SOLVED] RPG Party System
- Replies: 6
- Views: 6679
Re: RPG Party System
Step 1: Gridify your game Could you elaborate a little more? Also, Jumper doesn't have very detailed documentation... how would I go about using it? Alternatively, you can record your leader character's positions for up to certain distance, and make follower characters take the locations on that pa...
- Mon May 20, 2019 11:09 pm
- Forum: Support and Development
- Topic: [SOLVED] RPG Party System
- Replies: 6
- Views: 6679
[SOLVED] RPG Party System
Hello, I'm currently working on an RPG, and I'm having some trouble trying to create a working party system. What I mean by "party system" is a group of characters that follow a leader in a line. I need to be able to add and remove characters from the line, regardless of the position they ...
- Mon Dec 31, 2018 2:57 am
- Forum: Support and Development
- Topic: [SOLVED] STI and STALKER-X Camera Issue
- Replies: 2
- Views: 3377
Re: STI and STALKER-X Camera Issue
Well, this seems to have fixed it. Thanks again for your help!
- Sun Dec 30, 2018 10:04 pm
- Forum: Support and Development
- Topic: [SOLVED] STI and STALKER-X Camera Issue
- Replies: 2
- Views: 3377
[SOLVED] STI and STALKER-X Camera Issue
Hello! I'm currently working on a platformer, and I decided to use STI to load my Tiled maps and adn's STALKER-X for my camera system. Both are excellent libraries, but there's one issue - sometimes, in scrollable maps, tiles "shift" in ways they shouldn't... here's an example: https://i.i...
- Thu Jun 28, 2018 12:21 am
- Forum: Support and Development
- Topic: Help with Platform-based Collision Response
- Replies: 2
- Views: 15284
Help with Platform-based Collision Response
I'm using STI to load and draw Tiled maps for my game. I have maps set up such that an object layer contains objects that indicate the position and dimensions of solid "platforms" that the player should be able to walk on. These platforms are made up of tiles that the player can't fall thr...
- Fri Mar 23, 2018 10:58 pm
- Forum: Support and Development
- Topic: Issue with Flipping Sprite
- Replies: 3
- Views: 4062
Re: Issue with Flipping Sprite
Yeah like Ivan said, just offset the x-offset to half the sprite width and adjust the draw x-offset to the same amount so it draws within the same box. love.graphics.draw(self.image, self.x + (self.image:getWidth() / 2) , self.y, 0, self.direction, 1 , (self.image:getWidth() / 2), 0 ) You can cache...
- Thu Mar 22, 2018 11:41 pm
- Forum: Support and Development
- Topic: Issue with Flipping Sprite
- Replies: 3
- Views: 4062
Issue with Flipping Sprite
Hello, My character's sprites all face right, and I don't want to have to create a separate sheet with left-facing sprites. I tried doing this: function Player:draw() love.graphics.draw(self.image, self.x, self.y, 0, self.direction, 1) -- self.direction = -1 when the player presses 'left' end It onl...
- Sat Mar 10, 2018 9:47 pm
- Forum: Support and Development
- Topic: Updating saved data without manually deleting it
- Replies: 2
- Views: 2401
Re: Updating saved data without manually deleting it
Hard to say without being able to test. It might be a shallow vs deep copy problem, or it might not. I suggest you display the output of the serializer when saving, to see if the new setting is there. If it's not, try to find out why. function saveData(file, data) data = TSerial.pack(data) print(da...
- Sat Mar 10, 2018 8:38 pm
- Forum: Support and Development
- Topic: Updating saved data without manually deleting it
- Replies: 2
- Views: 2401
Updating saved data without manually deleting it
Hello, I have these two methods: (LF stands for love.filesystem) function loadData(file, data) if not LF.exists(file) then return end local RDATA = LF.read(file) local LDATA = TSerial.unpack(RDATA) for i,v in pairs(LDATA) do data[i] = v end end and: function saveData(file, data) LF.write(file, TSeri...