Search found 9 matches

by Nawias
Fri Dec 23, 2022 5:42 pm
Forum: Support and Development
Topic: Box2d questions and Moving box2d objects
Replies: 5
Views: 5388

Re: Box2d questions and Moving box2d objects

I'm trying to ignore some objects exported from Tiled (I'm not using STI, but my own implementation). I think I'm doing everyghing right: Player has class 'Player' and every loaded collision class gets 'Player' assigned into their ignored table. Yet I still collide with those shrooms! It used to be ...
by Nawias
Wed Sep 14, 2022 7:06 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 914
Views: 743189

Re: Simple Tiled Implementation - STI v1.2.3.0

Does it work with Tiled 1.9? Or are you still recommending Tiled 1.2.x? (that's what I read on the repo)
Quick edit: I know it works with 1.9, I made a basic map and compiled it, just I want to know if there's some features of Tiled that are not supported here and I'm better off with 1.2
by Nawias
Sat Sep 03, 2022 5:58 pm
Forum: Support and Development
Topic: love.graphics not working when called from a callback function
Replies: 4
Views: 2350

Re: love.graphics not working when called from a callback function

Really... How could I have been so dumb? :death: I should be getting more sleep...
Sorry for an unneccessary thread! And thank you for your help!
I'll be making the repo private for the time being, I don't want to opensource the game, at least not yet.
by Nawias
Sat Sep 03, 2022 4:22 pm
Forum: Support and Development
Topic: love.graphics not working when called from a callback function
Replies: 4
Views: 2350

Re: love.graphics not working when called from a callback function

I'm not testing it on lovepotion yet, I'm developing it first on regular Löve. As for the code, here's the repo: https://github.com/Nawias/TasmanQuest
by Nawias
Sat Sep 03, 2022 3:39 pm
Forum: Support and Development
Topic: love.graphics not working when called from a callback function
Replies: 4
Views: 2350

love.graphics not working when called from a callback function

I'm starting development on a small game to finally try love2d for real (apart from exploring what can be done with LovePotion). I'm using Middleclass because I just can't think non-oop anymore, especially trying to learn new language (lua) and I want to structure my code to make it maintainable and...
by Nawias
Sat Aug 27, 2022 12:47 am
Forum: Libraries and Tools
Topic: dslayout - Simulate Nintendo 3DS Screens on the desktop.
Replies: 5
Views: 7547

Re: dslayout - Simulate Nintendo 3DS Screens on the desktop.

Figured it out after a long break. I just needed to adjust alpha blending as stated on the official wiki.

It's merged to master now and looks good.
by Nawias
Thu Apr 14, 2022 7:09 pm
Forum: Libraries and Tools
Topic: dslayout - Simulate Nintendo 3DS Screens on the desktop.
Replies: 5
Views: 7547

Re: dslayout - Simulate Nintendo 3DS Screens on the desktop.

I thought that rather than using love.graphics.translate it would be better to render the bottom screen into a canvas and draw it with an offset. So I did just that, as it better mimics drawing to 2 separate screens, but it looks worse. It's on a separate branch until I get some time to figure out h...
by Nawias
Sun Apr 10, 2022 7:40 pm
Forum: Libraries and Tools
Topic: dslayout - Simulate Nintendo 3DS Screens on the desktop.
Replies: 5
Views: 7547

Re: dslayout - Simulate Nintendo 3DS Screens on the desktop.

Thanks for the reply :) As for the hover, the goal of this lib is just to simulate the behaviour of 3DS/2DS screens. There's no way to hover with a stylus, so it's just "touch or not". I see no point in implementing hover - it might create situations where it works on the desktop and then ...
by Nawias
Sun Apr 10, 2022 4:34 pm
Forum: Libraries and Tools
Topic: dslayout - Simulate Nintendo 3DS Screens on the desktop.
Replies: 5
Views: 7547

dslayout - Simulate Nintendo 3DS Screens on the desktop.

I wanted to get into homebrew development for the Nintendo 3DS family, and LÖVE Potion looked like the easiest way in. So I started writing for the framework, but lacked a way to quickly test my game on the desktop before building. That's why I created dslayout - a simple utility library that simula...