Search found 25 matches

by shru
Fri Jul 05, 2019 3:38 pm
Forum: Games and Creations
Topic: Vacant Kingdom - A Bullet Hell Action-RPG
Replies: 6
Views: 9549

Re: Vacant Kingdom - A Bullet Hell Action-RPG

Shru I'd be scared to invest *weeks* in music *theory*. Ended up going with old public domain music for mine. I still don't know how so many devs find the time to essentially create *all* their assets from scratch. What was the music work like? Well, I've put a lot of other aspects of my life on ho...
by shru
Tue May 28, 2019 2:23 pm
Forum: Games and Creations
Topic: Vacant Kingdom - A Bullet Hell Action-RPG
Replies: 6
Views: 9549

Re: Vacant Kingdom - A Bullet Hell Action-RPG

Thanks, you two! It's just me who worked on it. The engine, art, story, and audio. Some aspects were definitely pretty far out of my comfort zone; like basically all of the music theory I know I learned last December when I sat down and wrote all of the music for the game over the course of a couple...
by shru
Sat Mar 16, 2019 5:28 pm
Forum: Games and Creations
Topic: Vacant Kingdom - A Bullet Hell Action-RPG
Replies: 6
Views: 9549

Vacant Kingdom - A Bullet Hell Action-RPG

Hiya gamers and gamettes! For the past ~1.5 years I've been working hard on Vacant Kingdom, and I'm finally ready to release the first chapter of it, which I'm calling "Prologue For A Vacant Kingdom". If you frequent the Discord, there's a good chance you've seen this already, but I figured I'd post...
by shru
Sun Feb 24, 2019 11:28 pm
Forum: General
Topic: Performance - what are your standards?
Replies: 15
Views: 14489

Re: Performance - what are your standards?

I'll elaborate on what ivan said a little bit. You shouldn't care so much about your framerate, the more important metric is frame time. Consider a scenario where you're running your game without vertical sync on a 60Hz monitor and your FPS is 300. That's 240 frames of headroom, right? Not exactly, ...
by shru
Tue Feb 12, 2019 7:21 pm
Forum: General
Topic: May love2d planned move to github?
Replies: 20
Views: 8488

Re: May love2d planned move to github?

Spinning "[Microsoft-owned] GitHub started offering unlimited free private repositories" as an "evil" or "malicious" act is incoherent and should be unconvincing to anyone who doesn't operate with the presupposition that everything Michaelsoft does is necessarily of nefarious intent.
by shru
Tue Sep 25, 2018 2:51 pm
Forum: Support and Development
Topic: How to treat analog movement as a button press?
Replies: 2
Views: 542

Re: How to treat analog movement as a button press?

I'll point out that there are various input libraries which can handle analog inputs this way, in addition to solving other common input issues. I'd take a look at baton and maybe even my own otokonokontroller.
by shru
Fri Jul 20, 2018 7:33 am
Forum: General
Topic: How can I store cool levels and sweet resources cozily
Replies: 6
Views: 1686

Re: How can I store cool levels and sweet resources cozily

I personally think it's well worth the effort of writing an in-engine level editor. Specifically, the editor should operate by letting you place and manipulate entities inside a frozen game instance. Then, your level editor's format should ideally be the result of looping through each game entity an...
by shru
Wed Jun 27, 2018 8:08 pm
Forum: General
Topic: Need ideeas for a game!
Replies: 31
Views: 7770

Re: Need ideeas for a game!

i think the best way to make a game is to focus on the USSR and then put the story according to what is most conducive towards inspiring immediate global proletariat revolution.
by shru
Wed Apr 11, 2018 10:46 pm
Forum: General
Topic: LÖVE 11.0 released!
Replies: 98
Views: 29777

Re: LÖVE 11.0 released!

pgimeno wrote:
Tue Apr 10, 2018 2:33 pm
Shaders are running all the time, therefore using a shader should be computationally cheaper than drawing the sprite multiple times.

This is an approach you can try:

-- snip --
Just wanted to take the time to thank you for the example code.
by shru
Tue Apr 10, 2018 7:18 am
Forum: General
Topic: LÖVE 11.0 released!
Replies: 98
Views: 29777

Re: LÖVE 11.0 released!

Indeed the behavior my project relies on was against spec, and in 11.0 requires a pixel shader (or one of the floating point pixel formats but no idea how widely supported they are). I was also able to recreate the effect by drawing a given sprite additional time(s) after calling `love.graphics.set...