Search found 103 matches

by Rishavs
Wed May 11, 2016 7:12 am
Forum: Libraries and Tools
Topic: [Library] luaFortune: Libraries for producal generation.
Replies: 13
Views: 11120

Re: [Library] luaFortune: Libraries for producal generation.

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. :/
by Rishavs
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...
by Rishavs
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 ...
by Rishavs
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...
by Rishavs
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 ?
by Rishavs
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. :(

attaching the map for you.
by Rishavs
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:
by Rishavs
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.
by Rishavs
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...
by Rishavs
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...