Search found 3579 matches
- Sun Nov 15, 2015 1:58 am
- Forum: Support and Development
- Topic: [Solved] Garbage during scrolling of a canvas
- Replies: 5
- Views: 3666
Re: Garbage during scrolling of a canvas
Btw @OP: I am not sure why you are drawing the canvas onto itself for scrolling in the first place. Why don't you just move the canvas around when you draw it? (love.graphics.draw(canvas, x, y)) It's what I was doing but it looked like a kludge given the program's structure, see https://github.com/...
- Sun Nov 15, 2015 12:10 am
- Forum: Support and Development
- Topic: [Solved] Garbage during scrolling of a canvas
- Replies: 5
- Views: 3666
Re: Garbage during scrolling of a canvas
Ugh, thanks. Doing that within a renderTo() callback function may be tricky, though. I'll see what I can do.
- Sat Nov 14, 2015 7:31 pm
- Forum: Support and Development
- Topic: [Solved] Garbage during scrolling of a canvas
- Replies: 5
- Views: 3666
[Solved] Garbage during scrolling of a canvas
I'm trying to make a scrolling effect for Thrust II. The scrolling basically consists of painting a part of the canvas onto itself. However, it's leaving some garbage behind during the scrolling. Is that not supported? Here's a minimal main.lua that reproduces the problem: lg = love.graphics local c...
- Sat Nov 14, 2015 5:36 pm
- Forum: Support and Development
- Topic: [Solved] Loss of energy?
- Replies: 1
- Views: 1290
- Fri Nov 13, 2015 11:05 pm
- Forum: Support and Development
- Topic: [Solved] Loss of energy?
- Replies: 1
- Views: 1290
[Solved] Loss of energy?
To train myself in love.physics, I've made a restricted version of an old (93-ish) DOS toy called Impact . It works, but the problem I'm having is that the system seems to keep losing energy slowly, until eventually everything comes to a stop. Is that a known limitation of the engine? Here's my main...
- Fri Nov 13, 2015 8:33 pm
- Forum: Libraries and Tools
- Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
- Replies: 367
- Views: 148953
Re: My Adventure Game Engine - Making Way For Adventure Engi
This thread is older than dirt. This is literally my first thread (probably) on this forum and is 6 years old. I wouldn't even consider trying to go back to this project. And if I did, I'd rewrite it completely and use Bump. Is there any other adventure game engine? I'd love to have a ZZT/MZX style...
- Fri Nov 13, 2015 3:41 am
- Forum: Support and Development
- Topic: [Solved] Composite layers?
- Replies: 7
- Views: 4292
Re: [Solved] Composite layers?
Oh, good catch! I reorganized the order somewhat, trying to implement your suggestion of drawing the top layer to the canvas rather than separately, but got distracted adding features and forgot to finish that part. And, well, sorry for the mess, I realize it's a lot of ad-hoc code for the controls ...
- Thu Nov 12, 2015 7:56 pm
- Forum: Support and Development
- Topic: [Solved] Composite layers?
- Replies: 7
- Views: 4292
Re: [Solved] Composite layers?
Don'tcha love feature creep... :oops: ;) I think your formula to overlay blending might be wrong. There are several formulas called "overlay". I used the one GIMP used until 2.8. I think it's been recently changed in GIMP to match SVG's. I like GIMP's better because it's more continuous an...
- Thu Nov 12, 2015 4:11 am
- Forum: Support and Development
- Topic: [Solved] Composite layers?
- Replies: 7
- Views: 4292
Re: Composite layers?
Thanks for the video and for the reply. So I did the same as you. Drawing to a canvas and sending the canvas to the shader then drawing a blendmode image. What I've done different is that I draw the image to back on the canvas. I don't know if that is a good idea. That was the next thing I was going...
- Wed Nov 11, 2015 10:42 pm
- Forum: Support and Development
- Topic: [Solved] Composite layers?
- Replies: 7
- Views: 4292
Re: Composite layers?
So I finally got to implementing it in the only way I figured out. I realized that I could use the screen position parameter for the lower layer coordinates that I needed. However, this way feels a bit convoluted. Is there a better way than this? Currently it involves four steps: - draw everything t...