Search found 246 matches
- Mon Dec 11, 2023 1:17 am
- Forum: General
- Topic: Transfer one buffered image to another.
- Replies: 5
- Views: 12456
Re: Transfer one buffered image to another.
I'm still not sure what you're trying to do. In your first code you used manual CPU-side pixel copying, now you're using the Canvas objects (which will greatly improve on speed as it'll use the GPU instead), but neither are being used in a way that couldn't already be done by drawing the contents di...
- Sun Dec 10, 2023 1:51 pm
- Forum: General
- Topic: Transfer one buffered image to another.
- Replies: 5
- Views: 12456
Re: Transfer one buffered image to another.
Hi. Before saying anything, do you have more info on what you're trying to do, like screenshots or sketches etc? Anything that would explain what end result you're after. Also, are you planning on saving the resulting background image onto disk, like to a PNG image file, or is that image just suppos...
Re: text game
If I were tasked with creating a text-based game, I would work on it in steps: 1) First get the UI all in place, even if it's a simple font, showing a sample text paragraph ("Lorem ipsum dolor sit amet..."), and make sure that I can break text in lines so I can format paragraphs for things...
- Mon Nov 27, 2023 2:45 am
- Forum: General
- Topic: What makes a good level?
- Replies: 6
- Views: 33129
- Mon Nov 27, 2023 2:21 am
- Forum: General
- Topic: How can i make look 8x8 Pixel Sprites bigger ?
- Replies: 4
- Views: 2808
Re: How can i make look 8x8 Pixel Sprites bigger ?
The scaling technique used in Shovel Knight is very interesting, it's a compromise between getting the largest canvas size possible, with minimal blurriness. https://uploads.gamedev.net/monthly_2018_07/screen_09.png.82ca308ec8271d6f5dbe2ce3c1b19628.png https://uploads.gamedev.net/monthly_2018_07/sho...
- Fri Nov 17, 2023 7:04 pm
- Forum: Support and Development
- Topic: punch animation - keypressed, keyreleased
- Replies: 9
- Views: 3352
Re: punch animation - keypressed, keyreleased
Edit: in the draw function, is P1_jab nil, or is jab_activeFrame? For the latter to be nil, it means that the jabFrames table is being indexed with some key that leads to no value, therefore it returns nil. Remember that in Lua tables are usually indexed from 1 and above, see if that's not the caus...
- Wed Nov 15, 2023 10:23 pm
- Forum: Support and Development
- Topic: punch animation - keypressed, keyreleased
- Replies: 9
- Views: 3352
Re: punch animation - keypressed, keyreleased
I am new to game developing as am doing as final project for a course. Hm, now that I think about it, isn't it odd that your course asked you to do a project but didn't teach you the fundamentals needed to make that project? Anyway, you need two switches / flags: one that tells if the character 'is...
- Tue Nov 14, 2023 11:23 pm
- Forum: Support and Development
- Topic: punch animation - keypressed, keyreleased
- Replies: 9
- Views: 3352
Re: punch animation - keypressed, keyreleased
Hi. That's a fun but also very complicated part of coding your game, when you're taking input events and translating them into behaviors in your game, so as to solve the problem of "when I press a key I want to trigger this thing to happen, and this thing will go on by the next few frames regar...
- Sun Nov 12, 2023 5:06 pm
- Forum: Support and Development
- Topic: Draw items "behind" a wall
- Replies: 3
- Views: 20150
Re: Draw items "behind" a wall
I'm programming a game that has walls and the player and other entities hide before them by using stencil. The thing is that I would like to show the items behind but with some opacity instead of its hide. You can still do that with the stencil test, you just change the logic you use. You clear the...
- Fri Nov 03, 2023 7:21 am
- Forum: General
- Topic: How to manage scenes?
- Replies: 11
- Views: 14542
Re: How to manage scenes?
Hi. It's been a long time (that post was on Oct 2021). My current view on the topic is: it's simpler if you just think of what you're trying to do on screen, and only then worry about the abstractions you need for those things to happen. Visually, what you want to do is to have elements moving aroun...