Search found 62 matches
- Mon Feb 13, 2017 9:11 am
- Forum: Support and Development
- Topic: noob questions: does number of lines of code affect speed of a game?
- Replies: 15
- Views: 9776
Re: noob questions: does number of lines of code affect speed of a game?
As a self proclamed beginner myself, I'd say: Do some code, and read some official documentation at the time about what you are doing. Want it or not, the official docs is the best source of knowledge you could get, and there are many *Do this and not this* which your code, and you (in the long run)...
- Sat Feb 04, 2017 11:04 am
- Forum: Support and Development
- Topic: How to develop for android?
- Replies: 9
- Views: 5973
Re: How to develop for android?
You can download the Love launcher for Android from Google Play, and with it you can run .love packages (without needing to create an .apk)
https://play.google.com/store/apps/deta ... 2d.android
Hope it helps!
https://play.google.com/store/apps/deta ... 2d.android
Hope it helps!
- Mon Jan 30, 2017 2:47 pm
- Forum: Support and Development
- Topic: Playing a ingame animaton / scene
- Replies: 2
- Views: 1662
Re: Playing a ingame animaton / scene
Thanks for the answer! Then would you divide the update and draw functions between "when animation is playing" and "when animation is NOT playing"? (a simple if else I mean). Something like this is what you've made me think of: function Animator:init(args) -- define sequence of a...
- Mon Jan 30, 2017 1:45 pm
- Forum: Support and Development
- Topic: Playing a ingame animaton / scene
- Replies: 2
- Views: 1662
Playing a ingame animaton / scene
Hi, right now working on a turn based battle game, and I'm having troubles when I think about making a in-game animation / scene: AKA playing 1 or more than 1 animations from different entities one after the other (something like Pokemon games do: pokemon1 plays animation for attack1 and pokemon2 pl...
- Sat Jan 28, 2017 6:04 pm
- Forum: Games and Creations
- Topic: Depths of Limbo - Roguelike Shooter
- Replies: 71
- Views: 40375
Re: Depths of Limbo - Roguelike Shooter
Nice! Count on my purchase!
- Thu Jan 26, 2017 10:18 am
- Forum: Libraries and Tools
- Topic: AspectRatio - A scaling tool
- Replies: 12
- Views: 12179
Re: Rationer - A resizing tool
2nyenye: sorry for offtopic :joker: Nope, by pixel perfect I mean those modes / dimensions where all your pixels are squares: 1x1 2x2 3x3 4x4 etc Do not worry. I've made my own little search and well it seems elaborate, to say the least. You will have to make sure that all your X and Y are floor(ed...
- Tue Jan 24, 2017 8:43 pm
- Forum: Libraries and Tools
- Topic: AspectRatio - A scaling tool
- Replies: 12
- Views: 12179
Re: AspectRatio - A resizing tool
I've added a method to the library which given a position on the window (x, y), it return the real position on game coordinates. Can be useful to make user interfaces which could make use of mouse or touch events.
- Sun Jan 22, 2017 5:42 pm
- Forum: Support and Development
- Topic: [SOLVED] Resizing a canvas
- Replies: 5
- Views: 7023
Re: [SOLVED] Resizing a canvas
Hey me again. This is how it all turned out: This is a simple tool to calculate scaling and position of the canvas: local AspectRatio = { win_w = 0, win_h = 0, dig_w = 0, dig_h = 0, game_w = 0, game_h = 0, scale = 0, x = 0, y = 0 } function AspectRatio:init(win_w, win_h, dig_w, dig_h) self.win_w, se...
- Sun Jan 22, 2017 3:42 pm
- Forum: Support and Development
- Topic: [SOLVED] Resizing a canvas
- Replies: 5
- Views: 7023
Re: Resizing a canvas
When you draw your canvas with love.graphics.draw(), you can give it extra arguments to scale it up (sx, sy). Oh man now I feel a little more stupid than before :awesome:. So till now I was doing it wrong I guess, let me explain. What I was doing is scaling everything and draw it to the canvas, the...
- Sun Jan 22, 2017 2:27 pm
- Forum: Support and Development
- Topic: [SOLVED] Resizing a canvas
- Replies: 5
- Views: 7023
Re: Resizing a canvas
Hi thanks for the response. I'm not aware of all the ways that Canvas can be used yet, but I personally use it to draw whatever I need to draw on screen, but scaled (if needed). Then I draw the Canvas centered leaving blank bars on the sides (or top/bottom, depending of the aspect ratio and window d...