Search found 2822 matches

by pgimeno
Fri Oct 22, 2021 10:52 am
Forum: Games and Creations
Topic: Lead Haul - Old-school space pirate FPS
Replies: 27
Views: 8472

Re: Lead Haul - Old-school space pirate FPS

I guess it's this commit? https://github.com/groverburger/g3d/commit/4a2d7072b673a46136454ac37f81ca13d7526477 Yeah, that changes the models, but it makes a lot of sense to use z for up, for a number of reasons. First, the previous coordinate system was left-handed. This means that angles grow clockw...
by pgimeno
Fri Oct 22, 2021 10:09 am
Forum: Support and Development
Topic: removing images
Replies: 8
Views: 2826

Re: removing images

This is an old thread (2014). Things have changed since; now there is image:release() that you can use to free an image.
by pgimeno
Thu Oct 21, 2021 12:03 am
Forum: General
Topic: Offline Documentation
Replies: 5
Views: 2259

Re: Offline Documentation

He revived a 10 year old thread just to give a wrong version of what was already said here: https://love2d.org/forums/viewtopic.php?p=222923#p222923 I hope no one tries what he said, it would be a waste of bandwidth to download everything under love2d.org including all threads and attachments in the...
by pgimeno
Tue Oct 19, 2021 8:14 pm
Forum: General
Topic: How to generate clumps of minerals?
Replies: 10
Views: 332

Re: How to generate clumps of minerals?

Have you tried thinking instead of asking?
  1. Pick a random coordinate
  2. Pick two random numbers for offset.
  3. If coordinate + offset is dirt, replace it with mineral.
  4. Repeat steps 2 and 3 as many times as desired.
by pgimeno
Sun Oct 17, 2021 1:48 pm
Forum: Support and Development
Topic: How to make bitser more robust
Replies: 3
Views: 593

Re: How to make bitser more robust

MrFariator is pretty much spot-on. I'd like to add that since a userdata type is opaque to Lua (it can come from a number of sources, usually from Löve objects but also others like files), Lua doesn't know what to do with it. It might be possible to write a Löve-specific serializer that takes into a...
by pgimeno
Sat Oct 16, 2021 9:55 pm
Forum: Support and Development
Topic: extra white lines in top left corser
Replies: 3
Views: 551

Re: extra white lines in top left corser

Is there an objects layer in Tiled? Maybe STI is rendering one of those.
by pgimeno
Sat Oct 16, 2021 8:37 pm
Forum: Support and Development
Topic: How are C libraries for LÖVE handled?
Replies: 2
Views: 580

Re: How are C libraries for LÖVE handled?

Dynamic libraries linked at run time are typically handled via FFI, see http://luajit.org/ext_ffi_api.html (especially ffi.load). Making it cross-platform is not too difficult, but it requires a bit of work (apart from the binaries of course). There are LuaJIT bindings for SQLite already available, ...
by pgimeno
Sat Oct 16, 2021 7:43 pm
Forum: General
Topic: Favourite inspiring/unique games
Replies: 29
Views: 33561

Re: Favourite inspiring/unique games

To blow your mind, like, REALLY blow your mind, try Catacombs of Solaris . It's written in a framework somewhat similar to Löve, but with a built-in scene graph, called Amulet. It's more of an interactive kind of caleidoscope than a game, but still. It takes a while to understand what's going on. A ...
by pgimeno
Tue Oct 12, 2021 12:56 am
Forum: Support and Development
Topic: Having issues fading things out gradually
Replies: 5
Views: 1351

Re: Having issues fading things out gradually

You can't have it constantly darkening. You can make it fade with an inverse exponential curve, that is, multiply fadealpha by a factor every frame, and then it will never reach zero; but it will eventually be under 1/255, and then everything will be black.

Well, unless you draw something else.
by pgimeno
Sun Oct 10, 2021 6:28 am
Forum: Support and Development
Topic: Having issues fading things out gradually
Replies: 5
Views: 1351

Re: Having issues fading things out gradually

Since Zorg already explained the reason while I was typing, I'll go into more details for possible solutions. Yes, there are other ways to make a fade out effect. Have the alpha controlled by dt, like this: local fadealpha = 1.0 local fading = false -- set to true to start fading local fadespeed = 1...