Search found 249 matches
- Thu Jan 18, 2024 6:00 am
- Forum: Support and Development
- Topic: 2D lighting engines
- Replies: 12
- Views: 27898
Re: 2D lighting engines
Sometimes the question is more like "What can I do, what are my skills?" and then the answer dictates your art direction. Or you come up with some code doodle without having thought about how it will fit in art-wise. That's fair. There's also the case when the visuals might be decided lat...
- Wed Jan 17, 2024 12:19 am
- Forum: Support and Development
- Topic: love.thread stopping when .newImageData is called?
- Replies: 7
- Views: 16501
Re: love.thread stopping when .newImageData is called?
Not simplifying in absolute code lines, you're simplifying the relationship between the two threads. In the original, the main thread is both consumer and producer, and the child thread is also both consumer and producer. Since you already know the metadata for all assets to be loaded in the child t...
- Tue Jan 16, 2024 6:23 am
- Forum: Support and Development
- Topic: love.thread stopping when .newImageData is called?
- Replies: 7
- Views: 16501
Re: love.thread stopping when .newImageData is called?
From their code, they already know the entire list of paths to the textures to be (asynchronously) loaded, before the thread is started. direcs = {} -- unimportant but holds all the information about where animations and textures are located My hunch is that sending 'direcs' in a single push, and th...
- Tue Jan 16, 2024 4:38 am
- Forum: Support and Development
- Topic: love.thread stopping when .newImageData is called?
- Replies: 7
- Views: 16501
Re: love.thread stopping when .newImageData is called?
it loops until it recieves the next image then itll send the next info for the next image --and waits for that, but problem isnt here This is off-topic, but couldn't you send all direcs at once, with a single :push()? This way it would simplify the back-and-forth, the loading thread would only need...
- Mon Jan 15, 2024 3:06 am
- Forum: Support and Development
- Topic: 2D lighting engines
- Replies: 12
- Views: 27898
Re: 2D lighting engines
Hi. The way I'm thinking about it, the most important thing is to know what end result, visually, that you would like to have. This means creating a mockup of your ideal game scenes in your favorite image editor(s), and the concern at this point is just to make them beautiful and interesting. If you...
- Sat Jan 13, 2024 8:31 pm
- Forum: Support and Development
- Topic: PlayerSprite stutter and eventually is artifacted if drawn on canvas else not
- Replies: 20
- Views: 254501
Re: PlayerSprite stutter and eventually is artifacted if drawn on canvas else not
The problem is not in the movement code, although that is indeed written in a weird way: it's extremely difficult to control the player, as you're constantly accumulating speed on the xVelocity and yVelocity variables, making them huge. Like, you hold the key for 2 seconds and the xVelocity becomes ...
- Sat Jan 13, 2024 10:36 am
- Forum: Support and Development
- Topic: PlayerSprite stutter and eventually is artifacted if drawn on canvas else not
- Replies: 20
- Views: 254501
Re: PlayerSprite stutter and eventually is artifacted if drawn on canvas else not
To help with debugging, I'd try drawing another element with a smooth animation, like some small shape going around a circular path. Drawing it like on the corner of the screen. For example: local debugAngle = 0.0 function love.draw() love.graphics.circle('fill', math.cos(debugAngle) * 100.0 + 200, ...
- Sat Jan 13, 2024 12:35 am
- Forum: Support and Development
- Topic: PlayerSprite stutter and eventually is artifacted if drawn on canvas else not
- Replies: 20
- Views: 254501
Re: PlayerSprite stutter and eventually is artifacted if drawn on canvas else not
In 'conf.lua', what happens if you comment out the vsync line so that the default (off) is used?
- Thu Jan 11, 2024 1:57 am
- Forum: Libraries and Tools
- Topic: [LIBRARY] srt.lua A simple srt caption parser
- Replies: 8
- Views: 80496
Re: [LIBRARY] srt.lua A simple srt caption parser
Hi Alejandro, congratulations on getting it done. I always learn a lot when I finish a project, I'm sure it must've been the same for you. With that said, I don't think it's quite production-quality yet. There's room for a lot of optimizations. For example, reading your code, the update(delta) metho...
- Tue Jan 02, 2024 4:52 pm
- Forum: General
- Topic: I am using LOVE to make an Animated Youtube Cartoon
- Replies: 4
- Views: 31260
Re: I am using LOVE to make an Animated Youtube Cartoon
Playing that demo and then going through the code to look at the clockwork is always fun. Thanks for sharing and good luck with your videos.