Search found 3556 matches
- Wed May 01, 2024 4:08 pm
- Forum: General
- Topic: Image format size pickle
- Replies: 19
- Views: 661
Re: Image format size pickle
Most of these, if not all, are scriptable though. ImageMagick's `convert` can reduce the quality of a JPG and convert it to PNG.
- Wed May 01, 2024 2:41 pm
- Forum: General
- Topic: Image format size pickle
- Replies: 19
- Views: 661
Re: Image format size pickle
Yes knorke i know how masks work and they are in consideration, i just dont like using them for this tasks. I just tried optipng, that sounded promising, i was looking for exatly that, BUT it only reduced the 10.8mb file to a lousy 10.4mb which is even worse than having gimp do it. :crazy: Here's w...
- Wed May 01, 2024 12:26 pm
- Forum: Games and Creations
- Topic: Abtastorgan - a qwop speed puzzler
- Replies: 4
- Views: 240
Re: Abtastorgan - a qwop speed puzzler
Hm yes. I had thought about always displaying the time limits for gold/silver/bronze. On the other hand there is a balance between giving info and confusing the player with a too cluttered screen. My suggestion is to add it to the prize screen just like it is in the failing screen. I don't mind not...
- Wed May 01, 2024 7:48 am
- Forum: General
- Topic: Image format size pickle
- Replies: 19
- Views: 661
Re: Image format size pickle
Also, have you tried PNG optimizers?
apt-cache search png optimize
apt-cache search png optimize
- Tue Apr 30, 2024 7:17 pm
- Forum: Games and Creations
- Topic: Abtastorgan - a qwop speed puzzler
- Replies: 4
- Views: 240
Re: Abtastorgan - a qwop speed puzzler
Great game! Level 16 is really evil.
I miss being able to know what the time limit was when solving a level in the first try, just to know how close I was to it.
I miss being able to know what the time limit was when solving a level in the first try, just to know how close I was to it.
- Sat Apr 27, 2024 2:03 pm
- Forum: General
- Topic: Code Doodles!
- Replies: 197
- Views: 275421
Re: Code Doodles!
When I saw this simulation: https://myphysicslab.com/engine2D/pendulum-clock-en.html I couldn't resist giving it a try with love and box2D. Here's the result: local lg = love.graphics local lp = love.physics local ballRadius = 40 local wheelRadius = 120 local fangDistance = 42 local fangHeight = 27 ...
- Wed Apr 24, 2024 5:07 am
- Forum: General
- Topic: Sprite speed
- Replies: 4
- Views: 404
Re: Sprite speed
Hello, welcome to the forums. I may be wrong, but I think what's happening is that you have a single animation (animations.enemy) for all the enemies, and you update it once per enemy, therefore the more enemies you have, the more times in the same frame the animation will be updated. If you're OK w...
- Sat Apr 20, 2024 3:09 pm
- Forum: Support and Development
- Topic: Input with Jump Buffer
- Replies: 6
- Views: 473
Re: Input with Jump Buffer
If you're losing keypresses because of low frame rate, you can't time them either, so in this case I don't think it makes a difference.
- Wed Apr 10, 2024 11:56 am
- Forum: Support and Development
- Topic: Weird error for a function that is correct.
- Replies: 10
- Views: 1712
Re: Weird error for a function that is correct.
This: if x then something() else if y then something_else() end is exactly the same as this: if x then something() else if y then something_else() end In the latter case, you can clearly see how the else is not closed. That's why we have elseif . This is properly closed: if x then something() elseif...
- Thu Apr 04, 2024 11:01 am
- Forum: Support and Development
- Topic: 2D Array
- Replies: 6
- Views: 612
Re: 2D Array
There's also an indentation problem within FallingSand:update(). This IF statement:
is closed at the very end of the function, but the indentation suggests that that's not the intention.
Code: Select all
if input:down('leftButton') then