Search found 3089 matches

by zorg
Wed May 12, 2021 6:11 pm
Forum: Support and Development
Topic: Garbage going crazy
Replies: 12
Views: 323

Re: Garbage going crazy

I think i got auah to give me some precompiled extra luajit stuff earlier that löve didn't have that i could just put into my project and what allowed me to do some debug stuff live; i can try to find it tomorrow when i'm not at work, if you're interested. Please do. Edit: oh, precompiled ... if th...
by zorg
Tue May 11, 2021 11:26 pm
Forum: Support and Development
Topic: Garbage going crazy
Replies: 12
Views: 323

Re: Garbage going crazy

It fixed the garbage problem, but there's still huge performance fluctuations between runs. Most of the time it takes a constant 2 ms per update, other times it takes 4-6 ms. Once in a while it only takes .4 ms. It decides how fast it wants to run at every start and sticks to its decision until the...
by zorg
Tue May 04, 2021 4:31 pm
Forum: Support and Development
Topic: How to Generate Gibberish voices
Replies: 14
Views: 967

Re: How to Generate Gibberish voices

darkfrei wrote: Tue May 04, 2021 3:54 pm You can (probably) record some voice samples, get the Fourier transform and then generate some random simplified versions of this samples.
https://github.com/zorggn/zorg-fft
That exists if you are brave enough to try that, and don't want to mess with non-lua libraries.
by zorg
Tue May 04, 2021 2:59 pm
Forum: Support and Development
Topic: How to Generate Gibberish voices
Replies: 14
Views: 967

Re: How to Generate Gibberish voices

What do you mean, how I change the base pitch(with setPitch?), then how do I change the formants, that should be with setPitch I think). With what löve gives you, you can only change how fast a sample is playing, that's resampling; with longer samples, if you setPitch(a) where a > 1.0, it will play...
by zorg
Tue May 04, 2021 2:56 pm
Forum: Support and Development
Topic: Coordinates for lines vs points (and pixel grid alignment for points)
Replies: 20
Views: 2674

Re: Coordinates for lines vs points (and pixel grid alignment for points)

...But compute and 3D graphics are complex things that eventually require specialization. Love2D is a 2D graphic API. We're not talking about the same level of complexity here. I hope we can agree on that! I mean, at its core, it uses OpenGL, and that's a 3D API... call it a simplification or a cru...
by zorg
Tue May 04, 2021 5:31 am
Forum: Support and Development
Topic: How to Generate Gibberish voices
Replies: 14
Views: 967

Re: How to Generate Gibberish voices

Making beeps and boops is simplest. Sliding their pitch like in Celeste is a bit less simple. Using a sample instead of a generated sound is also a simple modification. Trying to change the pitch of vocal samples past some percentage from the original will sound bad (with simple resampling, that is)...
by zorg
Wed Apr 28, 2021 12:11 pm
Forum: Support and Development
Topic: Profiling your code
Replies: 5
Views: 1343

Re: Profiling your code

by zorg
Wed Apr 28, 2021 12:08 pm
Forum: General
Topic: Favourite unique games
Replies: 12
Views: 2550

Re: Favourite unique games

Same with pgimeno actually; i'll list a few below, but the three games on my all-time list are: - OneShot - Dust: An Elysian Tail - Bastion I can't even write anything specific about them, i just enjoyed them and also fully played them. A few others: - Spooky's Jumpscare Mansion (get the HD version ...
by zorg
Tue Apr 27, 2021 5:29 pm
Forum: Support and Development
Topic: Smoothly rotate to face the cursor
Replies: 15
Views: 5384

Re: Smoothly rotate to face the cursor

At least you did contribute something to the thread. :3
by zorg
Mon Apr 26, 2021 7:26 pm
Forum: General
Topic: [SOLVED] with making an OLD project work again
Replies: 8
Views: 1122

Re: [HELP] with making an OLD project work again

- (love.)math.random(1) does not do what you think it does; just because the colors needed to be scaled from 0-255 to 0-1, the random function given an argument will always give an integer back... between 1 and 1 in that case, so... always 1; just use 255 there and then divide by 256 outside of the...