Search found 6 matches

by rabbitboots
Fri Nov 24, 2023 10:05 pm
Forum: Libraries and Tools
Topic: Lua Carousel: a programming environment for computers and mobile devices
Replies: 25
Views: 64727

Re: Lua Carousel: a programming environment for computers and mobile devices

This is very cool. I came to report the freeze on window resize, but I see it has been noted already. (In my case, it freezes when making the window very narrow.) This error occurs when the window height is short enough that no lines of text in the editor widget are displayed: Error: compute_scrollb...
by rabbitboots
Mon Nov 14, 2022 2:18 am
Forum: Games and Creations
Topic: GMSweeper - A simple minesweeper game
Replies: 18
Views: 8317

Re: GMSweeper - A simple minesweeper game

Hold-to-increment buttons would help with setting custom game parameters for sure. For what it's worth, with large playfields, I get less than 5% CPU usage on my two systems, both of which are pretty old. That seems fine IMO. Here are their CPU+GPU models: Laptop -- ~3% usage: * CPU: Core i3-3110M 2...
by rabbitboots
Sun May 22, 2022 5:58 am
Forum: Games and Creations
Topic: A Platformer game i made
Replies: 17
Views: 5409

Re: A Platformer game i made

Good stuff -- is there anything beyond the ninth screen? I can't quite make that jump. In any case, I didn't hit any bugs on the way there.
by rabbitboots
Tue Dec 28, 2021 1:15 pm
Forum: Support and Development
Topic: (Solved) Draw time of SpriteBatch with attached attribute Mesh affected by mesh:setVertex() index
Replies: 2
Views: 2128

(Solved) Draw time of SpriteBatch with attached attribute Mesh affected by mesh:setVertex() index

Not sure where to post this, sorry if it's already a known thing. I've been experimenting with SpriteBatches and attached attribute meshes. I'm trying out an effect where a single vertex in a tilemap is updated per-frame (going from first to last vertex, wrapping around.) On my system, it seems like...