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Re: Simple Tiled Implementation - STI v0.7.4

Posted: Mon Jun 02, 2014 1:59 am
by Karai17
You're going to want two sets of numbers: grid_x/y and act_x/y.

You will use the grid set for checking collision and incrementing by whole numbers, and use the act[ual] set for your tween.

Re: Simple Tiled Implementation - STI v0.7.4

Posted: Mon Jun 02, 2014 2:18 am
by sam
probably should have said this beforehand, but i'm using a free-moving player, so it's not gridlocked. i'd assume it's the same method, so in either case i'll get on adding the grid_x/y thing

Re: Simple Tiled Implementation - STI v0.7.4

Posted: Mon Jun 02, 2014 2:20 am
by Karai17
It's the same yeah, but you need to make sure your player doesn't change grids until he is actually moving to a new grid. In this case, you might want to do a sort of "search" for the nearest tile to determine which tile you should be comparing against.

Re: Simple Tiled Implementation - STI v0.7.4

Posted: Mon Jun 02, 2014 3:30 am
by Foopy64
Hi there, just coming by to say great work! This thing works wonders and soon I will hopefully have a game to show it!
:awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome:

Re: Simple Tiled Implementation - STI v0.7.4

Posted: Mon Jun 02, 2014 3:33 am
by Karai17
I look forward to seeing how my STI works out for you. ;D

Re: Simple Tiled Implementation - STI v0.7.4

Posted: Sun Jun 08, 2014 1:03 am
by Eamonn
I'll be using this soon hopefully! I haven't used LÖVE in almost a year and when I came back to find that ATL was "abandoned" so to speak, I was so worried. I was thinking "How can I used Tiled maps in my games using LÖVE now?? I really don't feel like writing my own system", but then I saw this.

I hope that this can do everything I'd need it to do (load Tiled maps, get information on Tiled tiles for collision, and maybe even find/replace tiles inside a map for animated tiles and stuff). If it does, then I'll have found a very viable and useful replacement/alternative to ATL.

Anyway, I assume it can at least load maps and get information from specific tiles, so if it can do that then it's an even more extremely awesome library! Cookies to you!

Re: Simple Tiled Implementation - STI v0.7.4

Posted: Sun Jun 08, 2014 1:22 am
by Karai17
The only thing STI does not currently support is tile animation, and a few other things in the issue tracker that I haven't had time to get to. Otherwise, you can load a map, get properties from the map, draw the map, etc.

Check out the documentation for more detailed info.

Re: Simple Tiled Implementation - STI v0.7.4

Posted: Tue Jul 01, 2014 2:16 am
by Rukiri
This seems like it progressed quite a bit!

The last library I used for tile importing would load the tile but when I got towards the edge of the screen I'd see black not the end of the map, did your implementation solve this issue?

Re: Simple Tiled Implementation - STI v0.7.4

Posted: Tue Jul 01, 2014 2:21 am
by Karai17
That is a camera issue, not a lib issue. You need to implement a camera check to see if you are displaying off screen or not.

Re: Simple Tiled Implementation - STI v0.7.4

Posted: Wed Jul 09, 2014 8:29 pm
by Rukiri
Solved the camera problem, but working out another problem. Tiled Objects.
I want to animate my tiles and thought using objects and calling the object in love would make things easier.

Have an easy way of fixing this issue? I guess it's not really an Issue with STI but the documentation around tiled objects is scarce.