Search found 56 matches

by rougan
Fri Aug 16, 2019 3:21 pm
Forum: Support and Development
Topic: Multi-layers
Replies: 1
Views: 845

Re: Multi-layers

There's no 'trick' to it really, aside from just drawing more images at a greater y position than the base tile. The best thing to do with isometric grids is to create a 2D table of the map, storing the screen drawing co-ordinates in each element of the table. So store these values: local x = (colon...
by rougan
Tue Aug 13, 2019 8:58 pm
Forum: Support and Development
Topic: Scissor vs Canvas for offscreen optimization?
Replies: 2
Views: 1024

Re: Scissor vs Canvas for offscreen optimization?

Thank you for the details! Didn't realise a majority of that- and I think you may be right, I am most lilkely overthinking from a performance standpoint. I feel like I only want to turn a blind eye as an educated decision.
by rougan
Tue Aug 13, 2019 5:42 pm
Forum: Support and Development
Topic: Scissor vs Canvas for offscreen optimization?
Replies: 2
Views: 1024

Scissor vs Canvas for offscreen optimization?

Hi! I have a tile map which can be moved about by the user, thereby parts of it coming and going off the screen. I'm currently using a spritebatch to draw the tiles, and am looking for the best way to prevent off-screen drawing. My first thought was a canvas. As far as I understand, the two (relevan...
by rougan
Fri Mar 08, 2019 2:47 pm
Forum: Support and Development
Topic: Using vector images in Love?
Replies: 5
Views: 2242

Re: Using vector images in Love?

Thanks for the replies everyone! I know I can convert the vectors outside of Love but I want to avoid using love.graphics.scale on raster images where possible to avoid the quality loss- and there are obviously a lot of resolutions = a lot of raster images of different sizes for each asset, which fe...
by rougan
Thu Mar 07, 2019 6:37 pm
Forum: Support and Development
Topic: Using vector images in Love?
Replies: 5
Views: 2242

Using vector images in Love?

Hi everyone! My problem is that I have a large amount of assets and want to be able to resize each image according to the user's screen resolution. I have each image in vector format, and want to resize them as vectors to retain the image quality. Currently, I am resizing the vectors outside of Love...
by rougan
Tue Oct 16, 2018 10:18 pm
Forum: Support and Development
Topic: Differently sized sprites in spritesheet causing animation to jump around?
Replies: 2
Views: 795

Differently sized sprites in spritesheet causing animation to jump around?

Hi there, I'm sorry if this is about to be a really convoluted explanation of a straightforward problem lol. So I have a vector spritesheet, containing sprites of different sizes, where each row is set up like this: bees-1.png So the height of the row is defined by the height of the largest sprite, ...
by rougan
Tue Oct 16, 2018 11:48 am
Forum: Support and Development
Topic: Word Processor
Replies: 8
Views: 1928

Re: Word Processor

Tuxion wrote:
Tue Oct 16, 2018 11:33 am
Thanks ! But if i want to use the backspace to delete one letter at a time, how do i do that?
Have a look here:
https://love2d.org/wiki/love.textinput
There's an example for erasing text when backspace is pressed. :nyu:
by rougan
Wed Jul 25, 2018 2:33 pm
Forum: Support and Development
Topic: Preserving transparency when using shaders?
Replies: 3
Views: 989

Re: Preserving transparency when using shaders?

OK a simple one, two things. 1. You don't need to specify in your shader: pixel.a = pixel.a; Unless you want to modify the alpha further. Otherwise remove this line. 2. To use the current love color multiply your shader result with the vec4 color parameter; so replace; return pixel; with return pix...
by rougan
Wed Jul 25, 2018 1:41 pm
Forum: Support and Development
Topic: Preserving transparency when using shaders?
Replies: 3
Views: 989

Preserving transparency when using shaders?

Heya, I'm not sure why what I'm doing isn't working! :shock: This is my code: shaders = {} --Grayscale shaders.grayscale = love.graphics.newShader[[ extern number factor; vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords ){ vec4 pixel = Texel(texture, texture_coords );/...
by rougan
Tue Jun 12, 2018 2:28 pm
Forum: Support and Development
Topic: Pixelation when downscaling images, even when using 'linear' filter?
Replies: 5
Views: 1050

Re: Pixelation when downscaling images, even when using 'linear' filter?

Cheers for the replies guys! Both methods made a big difference and definitely made the icon usable, so thank you! Yeah. Bilinear filtering alone can't scale down further than half the original size without these issues, because then it skips pixels and causes aliasing. I guess OpenGL doesn't do any...