Search found 930 matches
- 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)?
- 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.
- 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
- 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.
- 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...
- 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 ...
- Fri Feb 11, 2022 6:58 pm
- Forum: Support and Development
- Topic: How to do collision detection between two lines?
- Replies: 13
- Views: 9048
- 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.
- 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.
- 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