Page 39 of 92

Re: Simple Tiled Implementation - STI v0.14.1.5

Posted: Wed Oct 14, 2015 8:46 pm
by Karai17
Added a bump.lua plugin! Thanks to BobbyJones for that!

Re: Simple Tiled Implementation - STI v0.14.1.5

Posted: Wed Oct 21, 2015 10:15 am
by MikaelS
Thanks for a great library!

Regarding the new support for hexagonal maps, are there any conversion functions (like Map:convertStaggeredTileToScreen and Map:convertcreenToStaggeredTile) planned? I can't find them in the documentation or in the source code yet.

Re: Simple Tiled Implementation - STI v0.14.1.5

Posted: Wed Oct 21, 2015 1:59 pm
by Karai17
They are planned but I need to figure out how to go about it.

Re: Simple Tiled Implementation - STI v0.14.1.6

Posted: Sat Nov 07, 2015 8:58 pm
by Karai17
Fixed a scaling bug where tileset images weren't being filtered properly causing some unhappiness.

Re: Simple Tiled Implementation - STI v0.14.1.6

Posted: Sun Nov 08, 2015 12:02 am
by Doomworks
Karai17 wrote:Fixed a scaling bug where tileset images weren't being filtered properly causing some unhappiness.
I've just been looking back through the thread to see if this had been fixed at all as I just started using this library today, nice to see you're on quick with the bug spray heh

Keep up the good work!

Re: Simple Tiled Implementation - STI v0.14.1.6

Posted: Thu Nov 12, 2015 4:52 pm
by unrecoverable
If I have an object layer from Tiled and want objects in that layer to toggle visibility, how can I make it do so on the map itself? I'm making a Wizardry-style dungeon crawler and want my map/mini-map to update with changes. For example, I'd like door indicators to disappear when doors are opened, and trap indicators to appear when traps are detected or sprung. I could populate the map with these objects in the game code itself but it's nice to be able to place them with Tiled.

I can grab objects and change visible = true or false just fine and internally the game recognizes when visibility is changed, it just doesn't alter the way the object is displayed in the layer.

Re: Simple Tiled Implementation - STI v0.14.1.7

Posted: Sun Nov 15, 2015 8:00 am
by Karai17
STI now supports offsetting your map so that you can have multiple maps on screen!

Code: Select all

local map = sti.new("map.lua", {}, offsetx, offsety)

Re: Simple Tiled Implementation - STI v0.14.1.6

Posted: Sun Nov 15, 2015 8:05 am
by Karai17
unrecoverable wrote:If I have an object layer from Tiled and want objects in that layer to toggle visibility, how can I make it do so on the map itself? I'm making a Wizardry-style dungeon crawler and want my map/mini-map to update with changes. For example, I'd like door indicators to disappear when doors are opened, and trap indicators to appear when traps are detected or sprung. I could populate the map with these objects in the game code itself but it's nice to be able to place them with Tiled.

I can grab objects and change visible = true or false just fine and internally the game recognizes when visibility is changed, it just doesn't alter the way the object is displayed in the layer.
Object layers are honestly not really meant to be drawn. They allow you to position simple geometric shapes in Tiled that can then be turned into actual objects in game. Basically place holders. What I recommend doing is creating a Custom Layer and then create new objects within it using the data from the Object Layer, and give each new object its own visible flag and draw function.

Re: Simple Tiled Implementation - STI v0.14.1.6

Posted: Sun Nov 15, 2015 12:39 pm
by unrecoverable
Karai17 wrote:
unrecoverable wrote:If I have an object layer from Tiled and want objects in that layer to toggle visibility, how can I make it do so on the map itself? I'm making a Wizardry-style dungeon crawler and want my map/mini-map to update with changes. For example, I'd like door indicators to disappear when doors are opened, and trap indicators to appear when traps are detected or sprung. I could populate the map with these objects in the game code itself but it's nice to be able to place them with Tiled.

I can grab objects and change visible = true or false just fine and internally the game recognizes when visibility is changed, it just doesn't alter the way the object is displayed in the layer.
Object layers are honestly not really meant to be drawn. They allow you to position simple geometric shapes in Tiled that can then be turned into actual objects in game. Basically place holders. What I recommend doing is creating a Custom Layer and then create new objects within it using the data from the Object Layer, and give each new object its own visible flag and draw function.
Figured as much, thank you!

Re: Simple Tiled Implementation - STI v0.14.1.7

Posted: Mon Nov 16, 2015 4:21 pm
by Rishavs
Hi karai

Your sample tech demo love file is borked.

It says zlib and gzip compression require love .10.0+
Please set your tile layer format to base64 or csv.

I am a 0.92 pleb. :ultrahappy: