Search found 930 matches

by Karai17
Sun Jul 10, 2022 11:45 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 915
Views: 838011

Re: Simple Tiled Implementation - STI v1.2.3.0

There is no permanent canvas or the likes. Are you using collisions at all? Perhaps they are being added to your bump/box2d world and then they are being drawn using those plugins' draw calls (usually only used for debugging)?
by Karai17
Mon Apr 04, 2022 9:38 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 915
Views: 838011

Re: Simple Tiled Implementation - STI v1.2.3.0

Noted. I plan on overhauling STI at some point in the nearish future but if anyone wants to contribute a fix in the meantime, I take PRs hot or cold. ;)
by Karai17
Fri Mar 04, 2022 9:27 pm
Forum: Support and Development
Topic: [SOLVED] STI Not Working?
Replies: 10
Views: 9643

Re: STI Not Working?

yeah, your map.lua is just a renamed xml file.. it needs to be an actual lua file. File > Export As > Lua
by Karai17
Thu Mar 03, 2022 7:26 pm
Forum: Support and Development
Topic: [SOLVED] STI Not Working?
Replies: 10
Views: 9643

Re: STI Not Working?

upload a full .zip or .love file of your game and we can take a look.
by Karai17
Thu Mar 03, 2022 7:18 pm
Forum: General
Topic: Is there ever a "correct" set of way to make a game?
Replies: 13
Views: 12364

Re: Is there ever a "correct" set of way to make a game?

While I would say there is no one true way to make a game, there are conventions in place that have evolved over many decades of people trying to figure things out. While conventions are not strict rules or specifications, they are helpful when learning and when requesting assistance since more peop...
by Karai17
Tue Feb 15, 2022 2:47 pm
Forum: Support and Development
Topic: How to do collision detection between two lines?
Replies: 13
Views: 9048

Re: How to do collision detection between two lines?

Notably, CPML is a games-first math library and not a scientific library. Extremely precise or exact circumstances are generally fleeting in games so a contrived example such as perfectly colinear line segments producing a false negative result is arguably within reason. That being said, we'll look ...
by Karai17
Tue Dec 28, 2021 10:57 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 915
Views: 838011

Re: Simple Tiled Implementation - STI v1.2.3.0

the tile instance should have a reference to the batch and the index thereof.
by Karai17
Mon Dec 27, 2021 5:22 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 915
Views: 838011

Re: Simple Tiled Implementation - STI v1.2.3.0

Updating sprite batches every frame is MUCH faster than drawing individual sprites every frame.
by Karai17
Fri Dec 24, 2021 5:59 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 915
Views: 838011

Re: Simple Tiled Implementation - STI v1.2.3.0

tiles get batched so you need to remove it from the batch, update the instance, then add it back to the batch