Search found 28 matches
- Tue Apr 26, 2011 11:27 pm
- Forum: General
- Topic: Big tilemaps
- Replies: 4
- Views: 4712
Re: Big tilemaps
Yeah, this is a working version, I didn't really take the time to clean it up. I'm actively working on it though, so hopefully I can have some kind of release soon...
- Tue Apr 26, 2011 6:13 pm
- Forum: General
- Topic: Big tilemaps
- Replies: 4
- Views: 4712
Re: Big tilemaps
I have a (buggy) tile based rpg I've been working on. It uses a 100x100 tile map, with each tile as a separate object that carries quite a few values. The general memory usage while running is around 100MB. This is just me testing worst case scenarios though, you should be able to run a map with muc...
- Fri Jul 16, 2010 6:15 pm
- Forum: Support and Development
- Topic: Mouse location on isometric maps
- Replies: 2
- Views: 3159
Mouse location on isometric maps
Wow, this is a tough one. I usually have an easy time figuring out how to solve small problems like this, but I'm stuck. I'm trying to write a function that return which tile the mouse is currently hovering over on an isometric map. The code I sue to draw the tiles is the same as in the tutorial: --...
- Fri Mar 19, 2010 11:28 pm
- Forum: Support and Development
- Topic: Tiles and memory usage :(
- Replies: 9
- Views: 8886
Re: Tiles and memory usage :(
Is there any reason why you need any one map to be 1000x1000? Can't you do what other games do and break it up into sections? Unfortunately, no. For the time being, my game is essentially a wilderness exploration/survival game with a focus on allowing the player to be creative. That's why I want a ...
- Fri Mar 19, 2010 2:47 pm
- Forum: Support and Development
- Topic: Tiles and memory usage :(
- Replies: 9
- Views: 8886
Tiles and memory usage :(
Hey ho all, I've been working on an RPG for a little while now and it's coming along smoothly, despite the fact that I'm not anywhere close to having something playable yet. Anyway, my ultimate plan (that is, my plan for the far, far future) is to have a huge open world RPG with (hopefully) seamless...
- Mon Mar 15, 2010 7:26 pm
- Forum: Support and Development
- Topic: Spritebatch explanation
- Replies: 3
- Views: 4361
Re: Spritebatch explanation
Thank you, that was extremely helpful. This is like a godsend for my tile based RPG project. Do I draw spritebatches with love.graphics.draw? Also, can I remove a specific image from a spritebatch and replace it with something else? Mamny thanks for the answer by the way, that explained it to me per...
- Mon Mar 15, 2010 12:43 am
- Forum: Support and Development
- Topic: Spritebatch explanation
- Replies: 3
- Views: 4361
Spritebatch explanation
I was reading over info on quads in the wiki and it all makes good sense with examples and such, but I don't understand the spritebatch at all. From what I understand, quads are simply a collection of coordinates you can apply to any image to get a subsprite from that image, and that sounds extremel...
- Sun Jan 24, 2010 2:39 pm
- Forum: Support and Development
- Topic: Any features lost in 0.5.0?
- Replies: 2
- Views: 2921
Re: Any features lost in 0.5.0?
Quads? AHA! Thank you, I guess I should have looked around more. Time to get revising!
- Sun Jan 24, 2010 2:17 pm
- Forum: Support and Development
- Topic: Any features lost in 0.5.0?
- Replies: 2
- Views: 2921
Any features lost in 0.5.0?
I have a fairly large project I've been working on, and I'm considering updating to 0.6.0, but I'm worried some features may have been lost in 0.6.0 that I need. Most specifically, I didn't see any of the animation code in the wiki and I'm curious if it that was changed drastically somehow. Essentia...
- Sat Oct 17, 2009 3:19 am
- Forum: Support and Development
- Topic: Image creation in LOVE
- Replies: 5
- Views: 4808
Re: Image creation in LOVE
Oh my, those all sound like incredibly useful things. I'd love to see those in 0.6.0.
I guess I'll have to wait, the more I hear about 0.6.0, the more excited I get.
I guess I'll have to wait, the more I hear about 0.6.0, the more excited I get.