Search found 253 matches
- Tue Jan 23, 2024 2:23 am
- Forum: Support and Development
- Topic: 2D lighting engines
- Replies: 12
- Views: 28212
Re: 2D lighting engines
Ninja'ed by Vilonis xD (I didn't see your earlier post)
- Mon Jan 22, 2024 10:43 pm
- Forum: Support and Development
- Topic: 2D lighting engines
- Replies: 12
- Views: 28212
Re: 2D lighting engines
Actually, I could do with some help for it - currently the lighting is very smooth, and I'd rather it's pixellated and alligned with the texture, which could help with optimising if its at it's native resolution, however short of rendering each texture to a canvas every frame, I can't think of a go...
- Sat Jan 20, 2024 4:25 am
- Forum: Support and Development
- Topic: Detecting if Keylock is on?
- Replies: 4
- Views: 1015
Re: Detecting if Keylock is on?
That's okay. If ZeroBrane is using the latest official release of Löve, 11.5, then as you noticed it won't have love.keyboard.isModifierActive. But using LuaJIT's FFI module, you can create a backport of love.keyboard.isModifierActive directly in a Lua script, like this: io.stdout:setvbuf('no') loca...
- Sat Jan 20, 2024 12:25 am
- Forum: Support and Development
- Topic: Detecting if Keylock is on?
- Replies: 4
- Views: 1015
Re: Detecting if Keylock is on?
https://love2d.org/wiki/love.keyboard.isModifierActive Nice, didn't know about that one. Up to this moment it looks to be in the Löve 12.0 development branch, the source is this: https://github.com/love2d/love/blob/12.0-development/src/modules/keyboard/sdl/Keyboard.cpp#L88-L107 @Silver_Wolf what ar...
- Thu Jan 18, 2024 6:00 am
- Forum: Support and Development
- Topic: 2D lighting engines
- Replies: 12
- Views: 28212
Re: 2D lighting engines
Sometimes the question is more like "What can I do, what are my skills?" and then the answer dictates your art direction. Or you come up with some code doodle without having thought about how it will fit in art-wise. That's fair. There's also the case when the visuals might be decided lat...
- Wed Jan 17, 2024 12:19 am
- Forum: Support and Development
- Topic: love.thread stopping when .newImageData is called?
- Replies: 7
- Views: 16701
Re: love.thread stopping when .newImageData is called?
Not simplifying in absolute code lines, you're simplifying the relationship between the two threads. In the original, the main thread is both consumer and producer, and the child thread is also both consumer and producer. Since you already know the metadata for all assets to be loaded in the child t...
- Tue Jan 16, 2024 6:23 am
- Forum: Support and Development
- Topic: love.thread stopping when .newImageData is called?
- Replies: 7
- Views: 16701
Re: love.thread stopping when .newImageData is called?
From their code, they already know the entire list of paths to the textures to be (asynchronously) loaded, before the thread is started. direcs = {} -- unimportant but holds all the information about where animations and textures are located My hunch is that sending 'direcs' in a single push, and th...
- Tue Jan 16, 2024 4:38 am
- Forum: Support and Development
- Topic: love.thread stopping when .newImageData is called?
- Replies: 7
- Views: 16701
Re: love.thread stopping when .newImageData is called?
it loops until it recieves the next image then itll send the next info for the next image --and waits for that, but problem isnt here This is off-topic, but couldn't you send all direcs at once, with a single :push()? This way it would simplify the back-and-forth, the loading thread would only need...
- Mon Jan 15, 2024 3:06 am
- Forum: Support and Development
- Topic: 2D lighting engines
- Replies: 12
- Views: 28212
Re: 2D lighting engines
Hi. The way I'm thinking about it, the most important thing is to know what end result, visually, that you would like to have. This means creating a mockup of your ideal game scenes in your favorite image editor(s), and the concern at this point is just to make them beautiful and interesting. If you...
- Sat Jan 13, 2024 8:31 pm
- Forum: Support and Development
- Topic: PlayerSprite stutter and eventually is artifacted if drawn on canvas else not
- Replies: 20
- Views: 257213
Re: PlayerSprite stutter and eventually is artifacted if drawn on canvas else not
The problem is not in the movement code, although that is indeed written in a weird way: it's extremely difficult to control the player, as you're constantly accumulating speed on the xVelocity and yVelocity variables, making them huge. Like, you hold the key for 2 seconds and the xVelocity becomes ...