Those are some things worth thinking about, no doubt...
Also on a totally unrelated note, Some people have reported to me that my game only displays a white screen instead of a map. One reported that it worked on their pc with an nVidia chip but not their Intel chip:
[13:20] <Razzeeyy> razzeeyy@Rz-Notebook:~$ lspci | grep -i vga
[13:20] <Razzeeyy> 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09)
[13:20] <Razzeeyy> 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 540M] (rev a1)
[13:21] <Razzeeyy> probably map rendered thru shaders or so
Another reported it didn't work at all for him on Windows or Linux, but didn't report which graphics card/chip he was using.
I'm not sure if this is an ATL problem, a Love problem, or maybe an [strike]Intel[/strike] integrated chipset problem? I personally have an nVidia GTX 550Ti and have never had the "white tiles" problem.
Edit: New report in that an integrated nVidia 7100 and nVidia integrated 6301 are both "white tile" erroring.
Advanced Tiled Loader - No longer maintained
Re: Advanced Tiled Loader - Updated to 0.11.0!
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
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Re: Advanced Tiled Loader - Updated to 0.11.0!
Actually, it's probably the tilesheet, I'm going to assume you use a huge tilesheet, and it's generally not safe to have an image larger than 1024x1024.
Re: Advanced Tiled Loader - Updated to 0.11.0!
The more you know! yes, I snagged a sizeable tilesheet off of dA to test my code with. I'll keep the 1024^2 number in mind. Thanks.
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: Advanced Tiled Loader - Updated to 0.11.0!
There's been two updates now. I'll tackle one at a time
0.11.1 (09/26/12)
0.11.2 (10/08/12)
To change the parallax speed you only need to set the values TileLayer.parallaxX and TileLayer.parallaxY. 1 equals 100% speed so if parallaxX was set to 2 then horizontal scrolling speed would be doubled.
0.11.1 (09/26/12)
- Created Map:removeLayer()
- Added a 'visible' value to Map, ObjectLayer, TileLayer, and Object
- Created ObjectLayer:toCustomLayer()
0.11.2 (10/08/12)
- TileLayers will now calculate their own viewable tile range.
- Added parallax support for TileLayers.
- Added offset support for Maps and TileLayers.
- Map.drawRange has been removed and replaced with viewX, viewY, viewScaling, and viewPadding.
Map:autoDrawRange() and other such interface functions have not changed.
To change the parallax speed you only need to set the values TileLayer.parallaxX and TileLayer.parallaxY. 1 equals 100% speed so if parallaxX was set to 2 then horizontal scrolling speed would be doubled.
Re: Advanced Tiled Loader - Updated to 0.11.2!
Ohh nice!
but... gets this error when I tried the 0.11.2
btw "show/hide" layers in Tiles still shows in ATL. would be nice to be able to just hide the collision layer instead of moveing it to the back
but... gets this error when I tried the 0.11.2
fixed it by seting them in newMapError: AdvTiledLoader/Map.lua:253: attempt to perform arithmetic on field 'viewW' (a nil value)
stack traceback:
AdvTiledLoader/Map.lua:253: in function '_updateTileRange'
AdvTiledLoader/Map.lua:141: in function 'callback'
AdvTiledLoader/Map.lua:151: in function 'draw'
main.lua:197: in function 'draw'
[string "boot.lua"]49: in function <[string "boot.lua"]18>
[C]: in function 'xpcall'
Code: Select all
map.viewW = nil -- The width of the viewing screen
map.viewH = nil -- The height of the viewing screen
map.viewW = love.graphics.getWidth()
map.viewH = love.graphics.getHeight()
Re: Advanced Tiled Loader - Updated to 0.11.2!
Thanks, the newest commit should fix the error. I don't understand your last sentence though. I tested the TileLayer.visible and it worked for me.Zeliarden wrote:Ohh nice!
but... gets this error when I tried the 0.11.2fixed it by seting them in newMapError: AdvTiledLoader/Map.lua:253: attempt to perform arithmetic on field 'viewW' (a nil value)
btw "show/hide" layers in Tiles still shows in ATL. would be nice to be able to just hide the collision layer instead of moveing it to the back
Re: Advanced Tiled Loader - Updated to 0.11.2!
Ahh you could set it manualy
I mean if you unmark a layer it still show in ATL, so I used to put the Collision layer at the bottom, under the ground layerI don't understand your last sentence though. I tested the TileLayer.visible and it worked for me.
Re: Advanced Tiled Loader - Updated to 0.11.2!
I see now. I didn't realize that Tiled saved the show/hidden status of layers. This should be really easy to get working though. Give me a bit and I'll commit a fix for it.
--edit--
Done!
--edit--
Done!
Re: Advanced Tiled Loader - Updated to 0.11.2!
Quick question on license.
The project is CC-BY-SA so does that mean it is contagious to my project?
If I make a game but not modify the library does that mean I have to license my game SA?
What is the authors interpretation of the license on this?
The project is CC-BY-SA so does that mean it is contagious to my project?
If I make a game but not modify the library does that mean I have to license my game SA?
What is the authors interpretation of the license on this?
Re: Advanced Tiled Loader - Updated to 0.11.2!
The license is MIT and you definitely don't have to license your game the same way. Lua uses MIT as well so if licenses worked that way it wouldn't matter if you included ATL or not.adrix89 wrote:Quick question on license.
The project is CC-BY-SA so does that mean it is contagious to my project?
If I make a game but not modify the library does that mean I have to license my game SA?
What is the authors interpretation of the license on this?
Honestly, your only obligation is to not remove the license from the library.
Also don't sue me
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