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Re: Zoetrope, a starter kit for LOVE
Posted: Thu Oct 25, 2012 5:42 am
by Compost
klembot wrote:I *think* what you're seeing is caused by sprites existing at odd coordinates, e.g. (100.01, 100.298), but when drawn onscreen they snap to the nearest pixel. I tried it without snapping before and it led to odd display bugs, like gaps between tiles. I'm not sure if there's a better solution to this one, but I'm open to ideas.
That's possible... It seems to only be with sprites that I ran through an editing program and may have cropped to odd sizes...
Although I tried it on a different computer, seemingly without issue. Whatever it is, I got it to stop.
--
Is there any way to control the collision bounds of a sprite in zoetrope? A collision mask sort of thing. I played with the variables in the
collide function in
sprite.lua a bit... and made a smaller collision box. But the origins of the sprite are the same, so it's off center.
Re: Zoetrope, a starter kit for LOVE
Posted: Thu Oct 25, 2012 2:54 pm
by ultrasemen
Re: Zoetrope, a starter kit for LOVE
Posted: Sat Oct 27, 2012 3:27 am
by Codex
I'm still new to using modules and classes, but I still tried to isolate the debugger you made because it looked quite nice. After tinkering with it for a few hours, still no luck.
How do I rip it apart from all the other modules, because it seems like it's webbed together pretty well...
Something simple like,
Code: Select all
function love.keypressed(key)
if key == "tab" then
debug = true -- activate debugger
end
Re: Zoetrope, a starter kit for LOVE
Posted: Sun Oct 28, 2012 7:59 pm
by klembot
Compost wrote:
Is there any way to control the collision bounds of a sprite in zoetrope? A collision mask sort of thing. I played with the variables in the collide function in sprite.lua a bit... and made a smaller collision box. But the origins of the sprite are the same, so it's off center.
I don't have any way to do a collision mask per se, but sprites' onCollide() handler receives the amount of x and y overlap between the two sprites, so it's reasonably easy to only have collisions trigger when there's, say, a 10-pixel overlap.
Codex wrote:I'm still new to using modules and classes, but I still tried to isolate the debugger you made because it looked quite nice. After tinkering with it for a few hours, still no luck.
How do I rip it apart from all the other modules, because it seems like it's webbed together pretty well...
This would be kinda hard to isolate entirely because I depend on the rest of Zoetrope to handle input and display. In particular the text input part took some time to get right.
util/debug.lua is the meat of it, but you'll see references all over to other parts of Zoetrope.
Re: Zoetrope, a starter kit for LOVE
Posted: Sun Nov 04, 2012 9:55 pm
by ModernPixel
Can someone please aid me in solving a slight issue I have with my program?
I'm implementing a customizable player system where I can choose between different images for each part of the character (shoes, shirt, etc). I'm wondering how I can have one Player class which includes all of the image animations running at once.
Thanks!
Re: Zoetrope, a starter kit for LOVE
Posted: Mon Dec 03, 2012 3:24 pm
by klembot
I released version 1.3 last night -- here's the
changelog, but mainly this release overhauls timers and tweens to be simpler to use. I've also put together a
swank new web site (if I do say so myself) and created a
discussion group for people to get help and share their projects...
ModernPixel, sorry I missed your message. I think your best bet for the player object would be to implement it as a group, with individual sprites for each of the parts. I'd set the parts to be nonsolid and then add an invisible sprite that is solid to act as a hitbox.
Re: Zoetrope, a starter kit for LOVE
Posted: Wed Dec 05, 2012 12:31 pm
by coffee
Re: Zoetrope, a starter kit for LOVE
Posted: Mon Jan 21, 2013 7:37 am
by Nixonite
I've been looking at the website for this after I found this library in the wiki page. I then found this thread and I must say that the demo really impressed me. I've always wanted something this awesome, but I thought I would have to make it myself. Wooh, good thing for zoetrope.
I was really struggling with ATL and tile maps in general but I think this library might be my solution. Also I am really digging the other features like the input buttons. Those are awesome. <3
Re: Zoetrope, a starter kit for LOVE
Posted: Mon Jan 21, 2013 8:00 am
by xXxMoNkEyMaNxXx
This is incredible
On the benchmark, the sprite count was only able to reach 2921, and I got 60 FPS the whole time.
Your system is too efficient!
Re: Zoetrope, a starter kit for LOVE
Posted: Tue Jan 22, 2013 10:09 pm
by Uhfgood
What are the limits to tiled map loading/rendering in Zoetrope?