Search found 3550 matches

by pgimeno
Tue Apr 24, 2018 11:44 am
Forum: Libraries and Tools
Topic: [LIKO-12 V1.0.0] An open-source fantasy computer made in LÖVE
Replies: 100
Views: 119994

Re: [LIKO-12 V0.7.1_PRE] An open-source fantasy computer made in LÖVE

Thanks a lot for merging it :D Since I can't discuss the Map:cut issue there because there's no PR: I have looked into it, but I'm not sure if it can be used to save/restore the map state. export/import seemed straightforward for that purpose. I guess I could do checkpoint.map = TileMap:cut() to sav...
by pgimeno
Tue Apr 24, 2018 9:25 am
Forum: Libraries and Tools
Topic: [LIKO-12 V1.0.0] An open-source fantasy computer made in LÖVE
Replies: 100
Views: 119994

Re: [LIKO-12 V0.6.0_PRE_07] An open-source fantasy computer made in LÖVE

Thanks for sharing this ! Yes, I will add it to LIKO-12 games collection. Just looked at the code, it's very clean and nice, but just 2 things to say: - Please make the license comment block use --[[ instead of --[=[, It doesn't highlight correctly in LIKO-12 - I saw some TileMap:export(), is it fo...
by pgimeno
Sun Apr 22, 2018 7:48 pm
Forum: Support and Development
Topic: [Solved] Canvas upscaling without losing quality
Replies: 6
Views: 3958

Re: Canvas upscaling without losing quality

Well, with the lines in the middle it's more difficult to see the issue, but it looks like you're drawing the pictures to fractional coordinates. The link I posted also applies to textures/sprites.

Perhaps you need to set your sprites to nearest/nearest as well, not just the canvas.
by pgimeno
Sun Apr 22, 2018 7:43 pm
Forum: Support and Development
Topic: [Solved] Canvas upscaling without losing quality
Replies: 6
Views: 3958

Re: Canvas upscaling without losing quality

If you want thin lines and thick pixels, you can't draw the lines to the canvas, you have to draw them directly to the screen.

See also here: viewtopic.php?p=199019#p199019
by pgimeno
Sun Apr 22, 2018 3:06 pm
Forum: Support and Development
Topic: Physics - rotate Body around point
Replies: 3
Views: 2615

Re: Physics - rotate Body around point

Ahh, okay, sorry for the misunderstanding. Well, there are two possibilities: one is to create the shape so that it's already centred in the body, for example, if it's a 6x4 rectangle, the shape could be created as: love.physics.newRectangleShape(-3, -2, 6, 4), or in general, if the rectangle is wxh...
by pgimeno
Sun Apr 22, 2018 2:38 pm
Forum: Support and Development
Topic: Precision issue with lg.getColor()
Replies: 10
Views: 5547

Re: Precision issue with lg.getColor()

You can also adjust your unit tests with FFI:

Code: Select all

local ffi = require 'ffi'

print(tonumber(ffi.cast('float', 0.1))) -- prints 0.10000000149012
Edit: Alternatively, you can use math.ldexp and math.frexp, but getting the rounding right is costly.
by pgimeno
Sun Apr 22, 2018 2:05 pm
Forum: Support and Development
Topic: Physics - rotate Body around point
Replies: 3
Views: 2615

Re: Physics - rotate Body around point

There is no Body:setRotation (your link leads to a blank page). if you mean Body:setAngularVelocity , that rotates the body around its centre of mass. I suspect that your problem is with where you draw your sprites vs. where the physical shape actually is. You can change the location of the centre o...
by pgimeno
Sat Apr 21, 2018 5:36 pm
Forum: Libraries and Tools
Topic: [LIKO-12 V1.0.0] An open-source fantasy computer made in LÖVE
Replies: 100
Views: 119994

Re: [LIKO-12 V0.6.0_PRE_07] An open-source fantasy computer made in LÖVE

I saw that PICO-8 had a MazezaM version, so I thought that LIKO-12 should have one too! mazezam-snapshot.png Here's the .lk12: mazezam.zip MazezaM is a puzzle game with mechanics that may be reminiscent of those of Sokoban. Your goal is to make your way through each room; there are carts in the midd...
by pgimeno
Fri Apr 20, 2018 7:20 pm
Forum: General
Topic: LÖVE 11.1 released!
Replies: 41
Views: 99228

Re: LÖVE 11.1 released!

Yeah; I was expecting that the new versioning scheme would be closer to semantic versioning, and 11.1 to have been 11.0.1 instead.