can't you just ;
copy imgdata to new framebuffer, set the color black and then use the alpha to control lighting levels,draw a poly over the tile, then use that to make quads from?
Search found 18 matches
- Mon Feb 06, 2012 1:50 am
- Forum: Support and Development
- Topic: Take an image and make darker shades of it...
- Replies: 10
- Views: 5345
- Wed Dec 21, 2011 11:08 am
- Forum: Support and Development
- Topic: particles and direction woes
- Replies: 5
- Views: 3362
Re: particles and direction woes
It's not a math thing. It's the way you store the angle information. You calculate the difference between previous and current "x" position and "y" position. The problem is, when you go only on the "x" position that "y differential" doesn't dissapear, so it k...
- Wed Dec 21, 2011 8:41 am
- Forum: Support and Development
- Topic: particles and direction woes
- Replies: 5
- Views: 3362
particles and direction woes
I need someone to take a look and point out what i am doing wrong
What is meant to happen. press direction arrow , moves ship in the desired direction , particles come out flowing to the opposite direction.
what happens, ship rotates incorrectly , particles flow in weird directions.
What is meant to happen. press direction arrow , moves ship in the desired direction , particles come out flowing to the opposite direction.
what happens, ship rotates incorrectly , particles flow in weird directions.
Re: Steam?
Is it a must to use Steamworks? Not that I really care :neko: No , there is plenty of games distributed by steam that do not use steamworks at all Just out of curiosity, do you have any examples? I own a couple hundred games on Steam, so there's a good chance I have one. Just a quick look at my lis...
Re: Steam?
No , there is plenty of games distributed by steam that do not use steamworks at allT-Bone wrote:Is it a must to use Steamworks? Not that I really care
Re: Steam?
You need you apply to steam by submitting a demo or game for review. If they approve then you can negotiate puce of sale and their cut , you will also get access to steam works ( saving to cloud , achievements , etc.)
Their api is written in C so it's a matter of importing that into love
Their api is written in C so it's a matter of importing that into love
- Thu Aug 11, 2011 2:24 pm
- Forum: Support and Development
- Topic: Drawing a large number of individual pixels per frame
- Replies: 23
- Views: 13225
Re: Drawing a large number of individual pixels per frame
i use love.graphics.rectangle to draw dummy tiles it seems to scale well
- Thu Aug 11, 2011 12:53 pm
- Forum: Libraries and Tools
- Topic: Love Web Server
- Replies: 16
- Views: 9531
Re: Love Web Server
I was using loves great framework design to make a webserver that had really easy to learn hooks that allowed you to nativle parse lua scripts and allow for a GUI for setting change not to mention full cross platform. However due to the fact that people don't seem to want it or that insist on telli...
- Sun Aug 07, 2011 2:59 am
- Forum: Support and Development
- Topic: Lighting and shadows
- Replies: 6
- Views: 3077
Re: Lighting and shadows
I know I'm late in answering but I would use small transparent sprites to darken the area opposite the light source . depending on the sprite size, 5 (representing head/core arms legs) darkening sprites making a vague shape. this way you can easily move the shadow and provide rough animation to it (...
- Sun Mar 20, 2011 10:35 pm
- Forum: General
- Topic: Procedural sound in Love ; looking for an example
- Replies: 6
- Views: 4753
Re: Procedural sound in Love ; looking for an example
As just a quick little example: local samples = math.floor(.2 * 44100) --.2 seconds long local data = love.sound.newSoundData(samples, 44100, 16, 1) for i = 0,samples do data:setSample(i, (math.random()*2-1)*(1-i/samples)) end staticBurst = love.audio.newSource(data) That will give you a burst of s...