I've opened a PR and it's finished as far as I'm concerned.
Still looking for feedback from anybody willing to try it out.
https://github.com/uspgamedev/luasteam/pull/27
Search found 35 matches
- Wed Mar 15, 2023 2:08 am
- Forum: Libraries and Tools
- Topic: luasteam - SteamWorks API Integration
- Replies: 18
- Views: 61713
- Wed Mar 08, 2023 2:55 pm
- Forum: Libraries and Tools
- Topic: luasteam - SteamWorks API Integration
- Replies: 18
- Views: 61713
Re: luasteam - SteamWorks API Integration
Hello! I've gone through the trouble and implemented most of the Steam Networking interfaces. It works fine on Windows and Linux as far as I can tell, but I'm looking for any people interested in testing it out before I make a merge request with the maintainer. https://github.com/zorfmorf/luasteam I...
- Thu May 29, 2014 12:46 pm
- Forum: Support and Development
- Topic: Need A* Help
- Replies: 25
- Views: 19714
Re: Need A* Help
I assume you mean the exception you get when calculating paths: Error: pathfind.lua:155: attempt to index a nil value That is pretty easy to explain. ... if not nodes[y-1][x].collidable and nodes[y-1][x].parent == nil then ... When checking neighbors, you are not checking if that neighbor node actua...
- Tue May 27, 2014 5:41 pm
- Forum: Support and Development
- Topic: controller player jumping problem
- Replies: 8
- Views: 4168
Re: controller player jumping problem
Code: Select all
anyDown = Joystick:isDown( buttonN, ... )
number buttonN
The index of a button to check.
Wuups, I misread. Ignore what I wrote.
- Mon May 26, 2014 10:18 pm
- Forum: Support and Development
- Topic: How do I change card graphic?
- Replies: 13
- Views: 10716
Re: How do I change card graphic?
I took a look but for now I'm afraid I can't help you as I've no idea whats going on. I can place blue cards on the field, red cards appear and move around and sooner or later blue cards start to turn red. Maybe you can explain a little bit more? When does a card beat another? And do you want to act...
- Mon May 26, 2014 9:54 pm
- Forum: Support and Development
- Topic: Need A* Help
- Replies: 25
- Views: 19714
Re: Need A* Help
As I've written before, this specifc astar library doesn't take into account that finding neighbors in a grid is trivial (4-8 depending on whether you can walk diagonally). It looks at all tiles and checks for each on if it is a neighbor. (Which is totally fine if you're not working with a grid and ...
- Mon May 26, 2014 3:36 pm
- Forum: Support and Development
- Topic: Migrating 0.8 to 0.9: usage of Channel instead of Thread:set
- Replies: 3
- Views: 2751
Re: Migrating 0.8 to 0.9: usage of Channel instead of Thread
It's channel:push instead of channel.push
Edit: Seems like I was too late
Edit: Seems like I was too late
- Mon May 26, 2014 2:13 pm
- Forum: Support and Development
- Topic: Need A* Help
- Replies: 25
- Views: 19714
Re: Need A* Help
Wow this is a great post! You'd be well advised to read and follow Roland_Yonaba's post, it is really well written and in the long run it always pays off to understand something instead of just using it. In fact, the astar library that was posted and that I added to your project is NOT perfect in th...
- Mon May 26, 2014 11:12 am
- Forum: Support and Development
- Topic: Need A* Help
- Replies: 25
- Views: 19714
Re: Need A* Help
I took a look at that astar library and plugged it into your project. I tried to change as little as possible but removed most code in pathfind.lua as it wasn't needed anymore. If you rightclick somewhere, a path from the player position to the clicked position is calculated and saved in the global ...
- Sun May 25, 2014 9:17 am
- Forum: Support and Development
- Topic: Need A* Help
- Replies: 25
- Views: 19714
Re: Need A* Help
Okay I took a look at your code. First: Don't get hung up on details. It does not matter for now how the player will move on the path you find with A* and you should not try to account for that in your implementation. The only thing you want to do is calculate a path to the target on squares that ar...