Hi
Thats the same article by Amit I am (and apparantly half the gamedevs) following.
But i am not sure how to do the next step.
I need to generate a list of neighbors for each polygon. No idea of achieving that. :/
Search found 103 matches
- Wed May 11, 2016 7:12 am
- Forum: Libraries and Tools
- Topic: [Library] luaFortune: Libraries for producal generation.
- Replies: 13
- Views: 11120
- Tue May 10, 2016 8:12 am
- Forum: Libraries and Tools
- Topic: [Library] luaFortune: Libraries for producal generation.
- Replies: 13
- Views: 11120
Re: [Library] luaFortune: Libraries for producal generation.
Sorry for the thread necromancy, but I need some help with the procedural map generation as done in Amit's article. I am pretty newb so need some handholding. I have generated a points field and created a vrornoi diagram around it, using this library. What next? I understand that I need to define fa...
- Mon Apr 25, 2016 8:27 am
- Forum: Libraries and Tools
- Topic: HUMP - yet another set of helpers
- Replies: 146
- Views: 133182
Re: HUMP - yet another set of helpers
I didn't go too deep into you code, but you shouldn't need to transform the coordinates for drawing; just draw the sprite at object.x, object.y. camera:worldCoords() is only needed to figure out where some point on the screen (between 0,0 and width/height of the window) is in the game world. It is ...
- Fri Apr 22, 2016 9:07 am
- Forum: Libraries and Tools
- Topic: HUMP - yet another set of helpers
- Replies: 146
- Views: 133182
Re: HUMP - yet another set of helpers
Hi I need some help with camera coordinates. I am using Hump for the camera and STI for the tilemap. In Tiled I have added a object called startPoint (where i want my sprite to spawn). The x,y value that i get from Tiled is 320, 2880. I am simply unable to use this value to spawn the spite. It alway...
- Thu Apr 07, 2016 8:32 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 761899
Re: Simple Tiled Implementation - STI v0.14.1.12
Hi quick question
Any idea how can I dump the stitched tilemap into an image/texture ?
Any idea how can I dump the stitched tilemap into an image/texture ?
- Wed Jan 13, 2016 3:31 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 761899
Re: Simple Tiled Implementation - STI v0.14.1.12
nup. still the same. ![Sad :(](./images/smilies/ms-sad.png)
attaching the map for you.
![Sad :(](./images/smilies/ms-sad.png)
attaching the map for you.
- Tue Jan 12, 2016 8:01 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 761899
Re: Simple Tiled Implementation - STI v0.14.1.11
well right down and left down give me this exact output. the other two completely wonky up my map. ![Cry :cry:](./images/smilies/ms-cry.png)
![Cry :cry:](./images/smilies/ms-cry.png)
- Tue Jan 12, 2016 7:45 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 761899
Re: Simple Tiled Implementation - STI v0.14.1.11
yeah. its as if STI first draws the first 20 tiles in a row then start with next row. after 20x20 is done, then we start on the next batch.
- Tue Jan 12, 2016 7:36 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 761899
Re: Simple Tiled Implementation - STI v0.14.1.11
Hi Karai I will try to explain my issue again. When I try to use staggered isometric maps, the 21st column of tiles overlaps on top of 20th tile column. I am adding screenies to better explain what I mean. Of course when I use map bounds, then that exact column becomes the cut off for the map (so ev...
- Tue Jan 12, 2016 7:33 pm
- Forum: Support and Development
- Topic: How do i take screengrabs?
- Replies: 9
- Views: 3768
Re: How do i take screengrabs?
Thanks for the insights everyone. and thank you zorg for testing it on your side. always good to learn new things. i am assuming that my shitty Intel HD4000 doesnt have all the bells and whistles required to capture OpenGL windows. Being a lazy bum i just changed the mode to windowed and took the sc...