Search found 118 matches

by Nelvin
Sun Jan 03, 2021 12:43 pm
Forum: General
Topic: Optimization Stuff
Replies: 40
Views: 26666

Re: Optimization Stuff

That's primarily a question of memory and also how big is big enough (there's only so much interesting content you can create with a team of two). I think the bigger maps in the campaigns will be around 128x128, I also did tests with 256x256 without a problem, so maybe some of that scale will be add...
by Nelvin
Sun Jan 03, 2021 9:57 am
Forum: General
Topic: Optimization Stuff
Replies: 40
Views: 26666

Re: Optimization Stuff

For you what is an example of a reasonably scaled game ? Something with multiple entities pathfinding on a large map, for example. Complex computation being done continuously. I guess Pacman is the minimal example to qualify, but even that's stretching. I'm working on a city builder in the style of...
by Nelvin
Mon Aug 17, 2020 7:09 am
Forum: Games and Creations
Topic: Fast 2D mesh animation
Replies: 9
Views: 5336

Re: Fast 2D mesh animation

This looks really cool - any plans to turn it into a kind of small module somehow and/or document how you did the exporter for Blender? I thought about doing some kind of multilayered mesh animations for short/simple cut scenes (mission briefings etc.) in our game using Spine as an editor but Blende...
by Nelvin
Tue Jun 02, 2020 12:45 pm
Forum: Support and Development
Topic: How to correctly save an image.
Replies: 7
Views: 6072

Re: How to correctly save an image.

I guess i just understood your post as löve supports loading TGA files, not that it supports saving them. Edit: According to the wiki, saving tga might have been added, wasn't aware of that. :v Yeah that's what I meant - and primarily because the original poster also wondered about the long time sa...
by Nelvin
Mon Jun 01, 2020 1:33 pm
Forum: Support and Development
Topic: How to correctly save an image.
Replies: 7
Views: 6072

Re: How to correctly save an image.

... That's nice and all but i'm pretty sure the question was about saving images with specific formats, not what types does löve support loading. :3 That's why I wrote TGA and in addition some other info why it may be at least a easy usable additional format wrt to the time required to save the ima...
by Nelvin
Mon Jun 01, 2020 8:53 am
Forum: Support and Development
Topic: How to correctly save an image.
Replies: 7
Views: 6072

Re: How to correctly save an image.

TGA works too ... I just noticed this a very few months ago and now use it during development as both, writing (from within my asset handling tools) and loading (when running the game) is much much faster on my system. It turned probably around >= 5 seconds of startup time into a blink which doesn't...
by Nelvin
Thu May 21, 2020 12:37 am
Forum: Games and Creations
Topic: Steam release: Push Blox 2 (PC) - free keys
Replies: 19
Views: 12255

Re: Steam release: Push Blox 2 (PC) - free keys

It seems as if I somehow got the 5th key. Not sure if it's an issue on my side but I can't download/install using itch. I guessed the key was taken/something went wrong and didn't try anything else but it seems that it's still somehow linked to my account and I can download it manually using a brows...
by Nelvin
Sat Apr 04, 2020 7:48 am
Forum: Support and Development
Topic: Does compressed png takes longer time to load?
Replies: 4
Views: 1885

Re: Does compressed png takes longer time to load?

During development I recently moved over to tga as those load a lot faster on my pc. Originally I used tga because I worked/debugged my asset pipeline/tools and, obviously writing pngs is a lot slower than just dumping to uncompressed tgas. Out of curiosity I tried those in the game and the startup ...
by Nelvin
Mon Mar 16, 2020 4:37 pm
Forum: Games and Creations
Topic: Skullmaster's Arena - Now on Steam
Replies: 4
Views: 7565

Re: ARENA66 - Coming to Steam soon

I got the 8RKFX-P0Z8A-0Q00K one ... thanks a lot.

Love the animation of the character, triggers very old memories (Loderunner on the C64)

Will give it a try asap.