Search found 32 matches
- Tue Oct 08, 2013 5:30 am
- Forum: Support and Development
- Topic: Saving multiple tables within a table?
- Replies: 7
- Views: 4541
Re: Saving multiple tables within a table?
Thank you, but again my problem isn't saving them. Tserial in fact saves them. Unless you mean your process has a different way of loading them.. I cannot figure out how to redistribute the serialized data from the file back into the game from the files to the appropriate tables, then passed to the ...
- Tue Oct 08, 2013 12:03 am
- Forum: Support and Development
- Topic: Saving multiple tables within a table?
- Replies: 7
- Views: 4541
Re: Saving multiple tables within a table?
I'm sorry for late replies, I haven't had internets D: I appreciate the suggestions, but it wasn't due to the identity. I do realize in my haste to compile the game I didn't change it, but the original problem doesn't stem from that. Every time I serialize a table that contains more than one thing I...
- Tue Oct 01, 2013 10:22 am
- Forum: Support and Development
- Topic: Saving multiple tables within a table?
- Replies: 7
- Views: 4541
Re: Saving multiple tables within a table?
I don't get errors, but the data simply doesn't reload. It allows the save, but it's like the save is blank... unless i explicitly only use one and only one table as the save data. Perhaps I'm missing something but a table inserted with all your objects is still a table right? Why would that not sav...
- Tue Oct 01, 2013 9:59 am
- Forum: Support and Development
- Topic: Saving multiple tables within a table?
- Replies: 7
- Views: 4541
Saving multiple tables within a table?
I've had zero luck with this using Tserial and other serialization libraries/functions. For example this works (note: there's 2 different types of serialization there I was testing): player = { x = 300, y = 300, width = 64, height = 64, speed = 100, } function love.keypressed( key, unicode) if key =...
- Mon Sep 30, 2013 11:59 pm
- Forum: General
- Topic: snap object to grid
- Replies: 15
- Views: 8556
Re: snap object to grid
Thanks for the suggestions and I looked over them. I hard coded it because it's a static 4x4 box. So it's only 8 checks for x,y and total. The box won't be moving and I've committed to my resolution because I designed the UI first, albeit a weird resolution size but I'm the guy making it so that's m...
- Mon Sep 30, 2013 2:47 am
- Forum: General
- Topic: snap object to grid
- Replies: 15
- Views: 8556
Re: snap object to grid
So just a note for anyone that may search this: I ended up actually hard coding all the values like a GUI element for the selection pointer because while math.floor and the tile considerations do work, it's problematic on a tile map or grid that's not centered on 0. You can offset it by adding/subtr...
- Sun Sep 29, 2013 7:51 pm
- Forum: General
- Topic: snap object to grid
- Replies: 15
- Views: 8556
Re: snap object to grid
I knew it was something simple like this and I didn't have math.floor considered.
Thank you very much.
Thank you very much.
- Sun Sep 29, 2013 6:55 am
- Forum: General
- Topic: snap object to grid
- Replies: 15
- Views: 8556
snap object to grid
I have a selector that goes over a tilemap that is 64x64. I have it snapping to tiles if an enemy is present, but for the life of my can't seem to create a free targeting option that would just allow me to select the blank tile with a mouse and snap the selector to that tile. function ents.TargetLoc...
- Sat Mar 16, 2013 1:19 am
- Forum: Support and Development
- Topic: Iteration
- Replies: 6
- Views: 4863
Re: Iteration
Thanks, I finally did realize that after working in the console a bit. I've been over thinking loops to a great degree. I fixed most of these problems by simply creating an array with each tile's x/y on it and just flagged it occupied/non occupied. It will get it's current position and compare with ...
- Sat Mar 16, 2013 12:13 am
- Forum: Support and Development
- Topic: Iteration
- Replies: 6
- Views: 4863
Re: Iteration
Ok, so now..I can trigger this for an "if' only once, but If I use an Else or else if, I have the same problem of the action performing for each enemy in the list. Example if (enemy.x + 96 <= 384 and v.x == enemy.x + 96 and v.y == enemy.y) then -- Check Horizonal , if occupied -- Move Vertical ...