OK, thanks, will try itKarai17 wrote:I would not actively use object layers, I would transfer object data over to a custom layer if you plan to create dynamic objects.
Simple Tiled Implementation - STI v1.2.3.0
Re: Simple Tiled Implementation - STI v0.14.1.11
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 even if my map was a 50x50 grid, it will only render 21x21. If i dont use map bounds then all tiles are rendered however the 21st tiles render on top of the 20th one.)
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 even if my map was a 50x50 grid, it will only render 21x21. If i dont use map bounds then all tiles are rendered however the 21st tiles render on top of the 20th one.)
Re: Simple Tiled Implementation - STI v0.14.1.11
It looks as if spritebatches were drawn in the wrong order, at a first glance
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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.
Re: Simple Tiled Implementation - STI v0.14.1.11
Try adjusting the draw order in Tiled. STI supports all the draw orders.
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+
Dev Blog | GitHub | excessive ❤ moé
LÖVE3D - A 3D library for LÖVE 0.10+
Dev Blog | GitHub | excessive ❤ moé
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.
Re: Simple Tiled Implementation - STI v0.14.1.11
I think the issue is that sprite batches aren't being drawn in the right order, just being prepared in that order. I can fix that.
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+
Dev Blog | GitHub | excessive ❤ moé
LÖVE3D - A 3D library for LÖVE 0.10+
Dev Blog | GitHub | excessive ❤ moé
Re: Simple Tiled Implementation - STI v0.14.1.12
I pushed a fix, let me know if it works for you.
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+
Dev Blog | GitHub | excessive ❤ moé
LÖVE3D - A 3D library for LÖVE 0.10+
Dev Blog | GitHub | excessive ❤ moé
Re: Simple Tiled Implementation - STI v0.14.1.12
nup. still the same.
attaching the map for you.
attaching the map for you.
- Attachments
-
- testMap.lua
- (2.42 KiB) Downloaded 109 times
Re: Simple Tiled Implementation - STI v0.14.1.12
Hi everyone,
not sure If i missed something..but I can't find the sti.lua file. Can someone help me?
Thaaanks a lot!
Best
Basti
not sure If i missed something..but I can't find the sti.lua file. Can someone help me?
Thaaanks a lot!
Best
Basti
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