Search found 134 matches

by gcmartijn
Wed Nov 23, 2022 5:57 pm
Forum: Support and Development
Topic: attach two images together inside memory, ImageData:paste() ? no glitch when moving together
Replies: 3
Views: 1117

attach two images together inside memory, ImageData:paste() ? no glitch when moving together

At the moment I have an optimised atlas file with a separated human parts, head (static) head (talking frames) body walking. I'm not going to use legs and arms, they are attached to the body in the atlas file. Inside the game I was placing the head on top of the body, and move it with the body. I ma...
by gcmartijn
Thu Nov 10, 2022 7:49 pm
Forum: Libraries and Tools
Topic: asesprite AI extension
Replies: 2
Views: 2894

Re: asesprite AI extension

nice , i'm going try this one for my adventure game :) thanks
by gcmartijn
Sun Oct 02, 2022 6:43 pm
Forum: Support and Development
Topic: [fixed] feature request: flux tweeing lib table support.
Replies: 2
Views: 1441

Re: [fixed] feature request: flux tweeing lib table support.

Not needed with the new code. This is working perfect now -- Fade the text in (2 seconds) and out (1 second) and move the text 10 pixels to the left, but first wait 3 seconds Tween.to(textObj, 2, {color = {255, 255, 255, 1.0}}):after(1, {x = textObj.x - 10, color = {255, 255, 255, 0.0}}):delay( 3 )
by gcmartijn
Sat Oct 01, 2022 12:27 pm
Forum: Support and Development
Topic: [fixed] feature request: flux tweeing lib table support.
Replies: 2
Views: 1441

[fixed] feature request: flux tweeing lib table support.

Hello, I'm use this lib https://github.com/rxi/flux inside my game already. But now I need a feature that I can't implement at the moment. The thing is that it is not working with nested tables, like color. local tweenFadeOut = {x = 0, color = {0, 0, 0, 0}} Tween.to(textObj, 3, tweenFadeOut) EDIT I ...
by gcmartijn
Sun Sep 25, 2022 4:03 pm
Forum: Ports
Topic: LÖVE for the Switch
Replies: 47
Views: 194533

Re: LÖVE for the Switch

I'm pleased to share my port to Switch via the official Nintendo SDK. It is based on the main branch. Can you give some details about the love2d 11.4 functions support, what features don't work ? At the moment I use function love.mousepressed(xOrg, yOrg, button, istouch, presses) That work for the ...
by gcmartijn
Sun Aug 21, 2022 10:48 am
Forum: Support and Development
Topic: Memory Profiling?
Replies: 30
Views: 23633

Re: Memory Profiling?

oops.....

I totally forgot the 'local' concept this morning...see my message as not sent.
I use local everywhere, except in the test script above... sorry.
This time I did check the test function with local and I can confirm that it works (like you said before).
by gcmartijn
Sun Aug 21, 2022 7:49 am
Forum: Support and Development
Topic: Memory Profiling?
Replies: 30
Views: 23633

Re: Memory Profiling?

Do we always need to set variable to nil for the garbage collector ? No. Going out of scope is equivalent to setting it to nil. Sometimes, Löve objects take a long time to be cleaned up by the GC, letting many of them to accumulate and take a lot of memory. In these cases, it's best to explicitly r...
by gcmartijn
Fri Aug 19, 2022 3:28 pm
Forum: General
Topic: [solved] example request , canvas scale - camera - pixel perfect - simplified
Replies: 21
Views: 14563

Re: [solved] example request , canvas scale - camera - pixel perfect - simplified

@ReFreezed Can you pm me your mailadres ? I can't PM the game, there is no upload option, and I don't want to upload the game here. Or maybe I can upload it somewhere like wetransfer and I PM you the link. Is that oke ? Maybe you can see the problem, I did change the code, so the camera is moving no...
by gcmartijn
Sun Aug 14, 2022 7:01 pm
Forum: Support and Development
Topic: How to pick up objects
Replies: 9
Views: 2387

Re: How to pick up objects

by gcmartijn
Sun Aug 14, 2022 6:45 pm
Forum: Support and Development
Topic: How to pick up objects
Replies: 9
Views: 2387

Re: How to pick up objects

do you mean drag and drop?
In the adventure game i'm trying to make, I delete the object from the scene and place it in an player inventory table.