Search found 3073 matches

by zorg
Fri Oct 24, 2014 8:38 am
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 13484

Re: Capped frame limit for no reason *sigh*

Evine wrote:Check if this program works on your computer. It uses a "while" loop to delay the frame rate.
Yep, it kills one of my CPU cores :3
Evine wrote:The "love.timer.sleep" function is cursed I tell ya.
It's just imprecise.
by zorg
Thu Oct 23, 2014 12:19 pm
Forum: General
Topic: Distributable package size
Replies: 7
Views: 4128

Re: Distributable package size

the zip program has flags that can set the compression to be stronger; the default setting (6) was probably not what the devs used to package the distributables.

you could try

Code: Select all

$ zip -9 MyGame.zip MyGame.app
that should give you max compression.
by zorg
Wed Oct 22, 2014 6:53 am
Forum: Support and Development
Topic: Transparent Window
Replies: 5
Views: 2380

Re: Transparent Window

+1, although you can do one thing which is cheating a bit, and would work only for your own desktop (if it's inanimate); printscreen it, and use that as a backdrop :D (with some possible cropping/translation/etc.) Edit: But more seriously, there are a bit more things one would have to implement if t...
by zorg
Wed Oct 22, 2014 6:51 am
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 13484

Re: Capped frame limit for no reason *sigh*

I tried to lock FPS to 75. Should work if I can get only 100, right? Nope, it's ~67. It's a shame I don't have any restore point of windblowz and I won't reinstall system for this :crazy: IMO every game should be turn based ;) If you have a love.timer.sleep line (or if you're using the default love...
by zorg
Tue Oct 21, 2014 3:08 pm
Forum: Support and Development
Topic: libmodplug and song volume
Replies: 4
Views: 1535

Re: libmodplug and song volume

In the mean time, you could set every other source's volume below 1.0, so in a way, instead of raising the volume of the module you're lowering everything else; not the best solution, but at least it will work. On the other hand, i believe that the master volume is "more correct" at 128 th...
by zorg
Tue Oct 21, 2014 4:40 am
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 13484

Re: Capped frame limit for no reason *sigh*

It's more like for the process to not hog your processor as i've said; and if i remember correctly, if you do have vsync on in your conf.lua, then you shouldn't sleep it; otherwise you should, but then it gets a bit wonky.
by zorg
Tue Oct 21, 2014 3:30 am
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 13484

Re: Capped frame limit for no reason *sigh*

Well, I copied standard function love.run() from Wiki page and commented out line "if love.timer then love.timer.sleep(0.001) end" at the end. (...) Though I don't understand what is the purpose of this line... Run your project, then open the equivalent of a task manager on your OS; you w...
by zorg
Mon Oct 20, 2014 4:47 pm
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 13484

Re: Capped frame limit for no reason *sigh*

just a fyi; love.timer.sleep() is imprecise at best so that could be a reason if you are calculating the sleep times like that; but this is just a guess.
by zorg
Mon Oct 20, 2014 3:05 pm
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 13484

Re: Capped frame limit for no reason *sigh*

Your game MUST be designed with crappy FPS in mind (30FPS) 0.3 seconds is more than the speed your hand can move at... even your keyboard skips keypresses if you move faster than that (because it needs to debounce the key... electronic explenation I dont wanna write here...) so it shouldnt matter, ...
by zorg
Mon Oct 20, 2014 7:47 am
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 13484

Re: Capped frame limit for no reason *sigh*

though i don't exactly know how love.run's execution is timed if vsync is on, but if it is off, then with the default love.run, your input handling speed is coupled to the framerate for the simple reason that they are both sequentially one after another in the same while loop. if vsync forces love.r...