Thank you I will use your modifications.coffee wrote:I also think it's better for learning do your own engine than obey "tiled" rules (even that is a flexible engine).Davidobot wrote:Thanks but I prefer *for now* to make the levels manualy
I did quickly and dirtly a change to how your treat levels. I think its a better way. (you don't need to do that level checking and you auto load levels now). Sorry if I mess with something and didn't notice and of course it's only a quick sugestion. A lot can still be improved.
The Crawler of Dungeons™ [!RENAMED! AND !REBORN!]
Re: Dungeon Crawler
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Re: Dungeon Crawler
Did anyone figure out why "decheck" is not being drawn?
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personal page and a raycaster
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Re: Dungeon Crawler
No problem. What's important is that you understand the modifications and why it's actually better now.Davidobot wrote: Thank you I will use your modifications.
1 - You stop checking every frame loading level or even checking if a level is load.
2 - Now it "cleverly" add +1/-1 to level and don't have to detect each different level exit.
3 - You were treating/calling levels as game_scenes. you better re-implement game_scenes for "real" state changes. I accidentally remove that naming when introducing level var.
Did I do that?Did anyone figure out why "decheck" is not being drawn?
Re: Dungeon Crawler
No, read the changelist if anyone did it, it was me.coffee wrote:Davidobot wrote:Did I do that?Did anyone figure out why "decheck" is not being drawn?
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personal page and a raycaster
Re: Dungeon Crawler
As I said I could have messed with something. changelog don't mention "decheck". I will check it in your code.Davidobot wrote: No, read the changelist if anyone did it, it was me.
Re: Dungeon Crawler
Davidobot wrote: Add stairs that lead you down a level( For some reason they are not printed)
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personal page and a raycaster
personal page and a raycaster
Re: Dungeon Crawler
OMG you were doing 3 more cycles for printing. Do at least only one. (But you could do print in another way that not this one.)Davidobot wrote:Davidobot wrote: Add stairs that lead you down a level( For some reason they are not printed)
Code: Select all
for y=1, #map do --draws the map
for x=1, #map[y] do
if map[y][x] == 1 then
love.graphics.draw(wall, x * 32 , y * 32)
end
if map[y][x] == 2 then
love.graphics.draw(checkpoint, x * 32 , y * 32 )
end
if map[y][x] == 3 then
love.graphics.draw(decheck, x * 32 , y * 32 )
end
end
end
Code: Select all
checkpoint= love.graphics.newImage("graphics/stairs_up.png") --2 (on map)
decheck= love.graphics.newImage("graphics/stairs_down.png") --3 (on map)
Re: Dungeon Crawler
K, thx. I think it was caused because it was overwritten by somethingcoffee wrote:OMG you were doing 3 more cycles for printing. Do at least only one. (But you could do print in another way that not this one.)Davidobot wrote:Davidobot wrote: Add stairs that lead you down a level( For some reason they are not printed)
I also did thisCode: Select all
for y=1, #map do --draws the map for x=1, #map[y] do if map[y][x] == 1 then love.graphics.draw(wall, x * 32 , y * 32) end if map[y][x] == 2 then love.graphics.draw(checkpoint, x * 32 , y * 32 ) end if map[y][x] == 3 then love.graphics.draw(decheck, x * 32 , y * 32 ) end end end
and got a different tile for down stairs. All is working now.Code: Select all
checkpoint= love.graphics.newImage("graphics/stairs_up.png") --2 (on map) decheck= love.graphics.newImage("graphics/stairs_down.png") --3 (on map)
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
Re: Dungeon Crawler
Ok, I think things are going well. Last advice. You should now work in "tile" aspect to don't do that ugly triple check in draw. So, you must work now in something that reroutes your map values to your tile gfx:Davidobot wrote: K, thx. I think it was caused because it was overwritten by something
Code: Select all
for y=1, #map do --draws the map
for x=1, #map[y] do
if map[y][x] > 0 then love.graphics.draw(tile[map[y][x]], y * 32 , x * 32) end
end
end
Code: Select all
tile[1] = wall
tile[2] = checkpoint
tile[3] = decheck
Code: Select all
tile ={ wall, checkpoint, decheck }
Re: Dungeon Crawler
Your new uploaded file is missing a "," after
You must check files before upload,
EDITED: You have a major level change problem (player can land in walled terrain) because you change level but don't let player move to the stairs. If you return true in both level checks all is much better that way.
Code: Select all
direction = 1
EDITED: You have a major level change problem (player can land in walled terrain) because you change level but don't let player move to the stairs. If you return true in both level checks all is much better that way.
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