Search found 217 matches
- Mon Apr 12, 2021 7:46 am
- Forum: Libraries and Tools
- Topic: ImageFont-like to BMFont converter (ReFreezed Bitmap Font converter)
- Replies: 2
- Views: 548
Re: ImageFont-like to BMFont converter (ReFreezed Bitmap Font converter)
Update 1.2 Changes since 1.1: Added character filters for limiting what glyphs gets outputted. Added [in] parameter 'imageFile' for specifying the filename of the input image. Added "builtin" as a special value for the fontFile parameter. Added --silent option for disabling output to stdo...
- Sat Apr 10, 2021 6:50 am
- Forum: Libraries and Tools
- Topic: ImageFont-like to BMFont converter (ReFreezed Bitmap Font converter)
- Replies: 2
- Views: 548
Re: ImageFont-like to BMFont converter (ReFreezed Bitmap Font converter)
Update 1.1 Changes since 1.0: Outputted glyphs are packed a lot better. Added [edit] parameter 'trim' for controlling trimming of transparent pixels around glyphs. Added [out] parameter 'imageBounds' for controlling the dimensions of outputted images (e.g. power-of-two). Added [out] parameter 'imag...
- Sat Apr 10, 2021 6:38 am
- Forum: General
- Topic: Testing Different Projects
- Replies: 5
- Views: 380
Re: Testing Different Projects
Only the files you require() will actually run, so if you only call require("collision_circles") in main.lua then it doesn't matter what arrow_follow.lua or any other file contains as those will not run. main.lua: -- Only uncomment one line: -- require("collision_circles") -- Unc...
- Fri Apr 09, 2021 6:23 pm
- Forum: General
- Topic: Testing Different Projects
- Replies: 5
- Views: 380
Re: Testing Different Projects
Just have a single line in main.lua where you require() the file you want to run.
Code: Select all
require("collision_circles")
- Thu Apr 01, 2021 6:02 pm
- Forum: Libraries and Tools
- Topic: ImageFont-like to BMFont converter (ReFreezed Bitmap Font converter)
- Replies: 2
- Views: 548
ImageFont-like to BMFont converter (ReFreezed Bitmap Font converter)
https://i.imgur.com/F8BwYA7.png This is a command line program that converts a simple custom bitmap font format to BMFont (loaded with love.graphics.newFont ). There is also some basic support for rasterizing TrueType fonts. Why does this exist? LÖVE supports two bitmap font formats: BMFont, and it...
- Sat Feb 20, 2021 1:12 pm
- Forum: Libraries and Tools
- Topic: Hot Particles - particle editor
- Replies: 45
- Views: 49739
Re: Hot Particles - particle editor
@Jayverb
Yes. Just look at what the updated default exporter outputs to see where you can get the coordinates.
No problem!
Yes. Just look at what the updated default exporter outputs to see where you can get the coordinates.
No problem!

- Fri Feb 19, 2021 4:04 pm
- Forum: Libraries and Tools
- Topic: Hot Particles - particle editor
- Replies: 45
- Views: 49739
Re: Hot Particles - particle editor
Update 1.8 Changes since 1.7: Particle systems can now have individual position offsets. Fixed particle path previews not using the specified area distribution. Templates: Values have been moved to the 'exported' namespace (i.e. particleSystems is now exported.particleSystems). (Values are also ava...
- Wed Feb 17, 2021 12:33 pm
- Forum: Libraries and Tools
- Topic: Hot Particles - particle editor
- Replies: 45
- Views: 49739
Re: Hot Particles - particle editor
That would be great for placing stuff on a background image :) Yeah, I was thinking that. How would I put this in the main.lua ? So I can access a parameter say on particleDatas[2] for example. Just access parameters with the dot syntax. In the example there are two particle systems, which means th...
- Tue Feb 16, 2021 11:53 am
- Forum: Libraries and Tools
- Topic: Hot Particles - particle editor
- Replies: 45
- Views: 49739
Re: Hot Particles - particle editor
@Jayverb
Particle systems' position and movement in the game is something that's outside the scope of this program I think, though I can see cases where exporting an "initial position" for particle systems could be useful. I'll add that to the todo list.
Particle systems' position and movement in the game is something that's outside the scope of this program I think, though I can see cases where exporting an "initial position" for particle systems could be useful. I'll add that to the todo list.
- Mon Feb 15, 2021 5:22 pm
- Forum: Libraries and Tools
- Topic: Hot Particles - particle editor
- Replies: 45
- Views: 49739
Re: Hot Particles - particle editor
@Jayverb Instead of making anything in the exported module global, just say particleDatas[1] or particleDatas[2] etc. in main.lua to refer to the different particle systems if you don't want to use loops like in the example project. It's generally bad to create globals if it's not absolutely needed....