Search found 3556 matches

by pgimeno
Wed May 01, 2024 4:08 pm
Forum: General
Topic: Image format size pickle
Replies: 18
Views: 547

Re: Image format size pickle

Most of these, if not all, are scriptable though. ImageMagick's `convert` can reduce the quality of a JPG and convert it to PNG.
by pgimeno
Wed May 01, 2024 2:41 pm
Forum: General
Topic: Image format size pickle
Replies: 18
Views: 547

Re: Image format size pickle

Yes knorke i know how masks work and they are in consideration, i just dont like using them for this tasks. I just tried optipng, that sounded promising, i was looking for exatly that, BUT it only reduced the 10.8mb file to a lousy 10.4mb which is even worse than having gimp do it. :crazy: Here's w...
by pgimeno
Wed May 01, 2024 12:26 pm
Forum: Games and Creations
Topic: Abtastorgan - a qwop speed puzzler
Replies: 4
Views: 215

Re: Abtastorgan - a qwop speed puzzler

Hm yes. I had thought about always displaying the time limits for gold/silver/bronze. On the other hand there is a balance between giving info and confusing the player with a too cluttered screen. My suggestion is to add it to the prize screen just like it is in the failing screen. I don't mind not...
by pgimeno
Wed May 01, 2024 7:48 am
Forum: General
Topic: Image format size pickle
Replies: 18
Views: 547

Re: Image format size pickle

Also, have you tried PNG optimizers?

apt-cache search png optimize
by pgimeno
Tue Apr 30, 2024 7:17 pm
Forum: Games and Creations
Topic: Abtastorgan - a qwop speed puzzler
Replies: 4
Views: 215

Re: Abtastorgan - a qwop speed puzzler

Great game! Level 16 is really evil.

I miss being able to know what the time limit was when solving a level in the first try, just to know how close I was to it.
by pgimeno
Sat Apr 27, 2024 2:03 pm
Forum: General
Topic: Code Doodles!
Replies: 197
Views: 274883

Re: Code Doodles!

When I saw this simulation: https://myphysicslab.com/engine2D/pendulum-clock-en.html I couldn't resist giving it a try with love and box2D. Here's the result: local lg = love.graphics local lp = love.physics local ballRadius = 40 local wheelRadius = 120 local fangDistance = 42 local fangHeight = 27 ...
by pgimeno
Wed Apr 24, 2024 5:07 am
Forum: General
Topic: Sprite speed
Replies: 4
Views: 387

Re: Sprite speed

Hello, welcome to the forums. I may be wrong, but I think what's happening is that you have a single animation (animations.enemy) for all the enemies, and you update it once per enemy, therefore the more enemies you have, the more times in the same frame the animation will be updated. If you're OK w...
by pgimeno
Sat Apr 20, 2024 3:09 pm
Forum: Support and Development
Topic: Input with Jump Buffer
Replies: 6
Views: 355

Re: Input with Jump Buffer

If you're losing keypresses because of low frame rate, you can't time them either, so in this case I don't think it makes a difference.
by pgimeno
Wed Apr 10, 2024 11:56 am
Forum: Support and Development
Topic: Weird error for a function that is correct.
Replies: 10
Views: 1656

Re: Weird error for a function that is correct.

This: if x then something() else if y then something_else() end is exactly the same as this: if x then something() else if y then something_else() end In the latter case, you can clearly see how the else is not closed. That's why we have elseif . This is properly closed: if x then something() elseif...
by pgimeno
Thu Apr 04, 2024 11:01 am
Forum: Support and Development
Topic: 2D Array
Replies: 6
Views: 567

Re: 2D Array

There's also an indentation problem within FallingSand:update(). This IF statement:

Code: Select all

if input:down('leftButton') then
is closed at the very end of the function, but the indentation suggests that that's not the intention.