Advanced Tiled Loader - No longer maintained

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MarekkPie
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Re: Advanced Tiled Loader

Post by MarekkPie »

legendman3 wrote:Because.
http://youtu.be/A45PZJ56CTE
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ishkabible
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Re: Advanced Tiled Loader

Post by ishkabible »

baaah! I couldn't get though more than a minute of that!
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MarekkPie
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Re: Advanced Tiled Loader

Post by MarekkPie »

In junior high we had to square dance. I remember all the lines to that song, though our version differed (I am oddly proud of it).

"Now, we'll all join hands and then we start to circle,
Go all the way until you get back home.
Now, aleman left your corner,
then you swing with your partner. yes you'll
swing the wild way home.
Now aleman left with a good left hand
a partner grand o' right and left grand,
a grand o' right and left around we go.
Promenade around that thing
until we head right back and sing...

BECAUSE, JUST BECAUSE!"
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ishkabible
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Re: Advanced Tiled Loader

Post by ishkabible »

I don't envy you 1 bit(much less a byte)
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oldtopman
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Re: Advanced Tiled Loader

Post by oldtopman »

What license is this filed under? zlib would be nice, but I can only hope.
function love.load()
require("witty.signature")
end

function love.draw()
signature:draw()
end
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Nixola
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Re: Advanced Tiled Loader

Post by Nixola »

Kadoba wrote:It has a MIT license which basically means you can do what you want with it (including selling/modifying/sublicensing) as long as you don't take out the original license and promise not to sue me if something blows up.
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
coffee
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Re: Advanced Tiled Loader

Post by coffee »

MarekkPie wrote:
legendman3 wrote:Because.
http://youtu.be/A45PZJ56CTE
Disappointed... Far from Safety Dance fun... :)
http://www.youtube.com/watch?v=hqXkPNKK ... re=related
MiniDemonic
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Re: Advanced Tiled Loader

Post by MiniDemonic »

Is it possible to move the map without using love.graphics.translate? Using love.graphics.translate screws up the mouse aiming in a game and also the love.graphics.print is following the translate so they disappear after a while.

Providing a .love for you to see what I mean.

My code is messy no need to tell me. I haven't been bothered to organize it yet.

I don't know how to use translate so there is probably an easy solution to my problems lol.

Controls:
W,A,S,D = move
Z = spawn zombie
Mouse = aim and shoot
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coffee
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Re: Advanced Tiled Loader

Post by coffee »

MiniDemonic wrote:Is it possible to move the map without using love.graphics.translate? Using love.graphics.translate screws up the mouse aiming in a game and also the love.graphics.print is following the translate so they disappear after a while.
I didn't see your code, maybe it´s not needed. I think I understand your problem. I avoid for some time to translate because of translate camera aren't sync with mouse. So, the solution is start to do mouse2map/mouse2world function where you compensate the pixels added for your "camera" don't start at 0,0. Basically you have to remove from your screen mouse x/y coords the X/Y pixels where your camera begins. If your mouse is at 236,134 but your translate camera starts at 100,50 you need to discount 236-100,134-50 to your mouse coords. And then you work with 136,84 mouse values. There is some camera libraries that do that job for you if you dont want to do a function to calculate it.

EDITED: you can try don't use "translate" and use "scissors" (and continue to use mouse screen values) instead but you should lose instead the fear of "translate".
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molul
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Re: Advanced Tiled Loader

Post by molul »

coffee wrote:
MarekkPie wrote:
legendman3 wrote:Because.
http://youtu.be/A45PZJ56CTE
Disappointed... Far from Safety Dance fun... :)
http://www.youtube.com/watch?v=hqXkPNKK ... re=related
I prefer this one: http://www.youtube.com/watch?v=sb3FJdRk-tI


Back on topic, I use this camera library for my platformer: https://love2d.org/wiki/Tutorial:Cameras
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