Search found 2596 matches

by pgimeno
Sat Nov 14, 2015 5:36 pm
Forum: Support and Development
Topic: [Solved] Loss of energy?
Replies: 1
Views: 734

Re: Loss of energy?

Operator error, sorry :oops:

This line was the culprit:

Code: Select all

  fixture:setFriction(0.001)
by pgimeno
Fri Nov 13, 2015 11:05 pm
Forum: Support and Development
Topic: [Solved] Loss of energy?
Replies: 1
Views: 734

[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...
by pgimeno
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: 91354

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...
by pgimeno
Fri Nov 13, 2015 3:41 am
Forum: Support and Development
Topic: [Solved] Composite layers?
Replies: 7
Views: 2462

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 ...
by pgimeno
Thu Nov 12, 2015 7:56 pm
Forum: Support and Development
Topic: [Solved] Composite layers?
Replies: 7
Views: 2462

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...
by pgimeno
Thu Nov 12, 2015 4:11 am
Forum: Support and Development
Topic: [Solved] Composite layers?
Replies: 7
Views: 2462

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...
by pgimeno
Wed Nov 11, 2015 10:42 pm
Forum: Support and Development
Topic: [Solved] Composite layers?
Replies: 7
Views: 2462

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...
by pgimeno
Tue Nov 10, 2015 3:29 am
Forum: Support and Development
Topic: [Solved] Composite layers?
Replies: 7
Views: 2462

[Solved] Composite layers?

I'm trying to find information of how to implement a composite layer function. By composite layer function I mean a function whose input is two color/alpha component values and its output is a color/alpha component value. Something very similar to love.graphics.setBlendMode but with my own function ...
by pgimeno
Sun Nov 08, 2015 3:22 am
Forum: Support and Development
Topic: Camera Scale Offset
Replies: 3
Views: 1193

Re: Camera Scale Offset

... + love.graphics.getWidth()/camSettings.scale/2, ... + love.graphics.getHeight()/camSettings.scale/2)
by pgimeno
Sat Nov 07, 2015 5:40 pm
Forum: Support and Development
Topic: Split audio wavelength
Replies: 6
Views: 1910

Re: Split audio wavelength

You need to feed it the sound data. Reading the thread, I'm not sure you know how to obtain the sound data in love2d. Just in case: you need to load the sound with love.sound.newSoundData, not with love.audio.newSource. Then you can use the resulting SoundData both to get the sample data and pass it...