Search found 22 matches

by xeol
Fri Mar 02, 2012 10:21 pm
Forum: Libraries and Tools
Topic: Lövely Character Creator
Replies: 17
Views: 3611

Re: Lövely Character Creator

Robin wrote:If you draw to a Framebuffer, rather than directly to screen, you can use Framebuffer:getImageData. :)

It worked, but somehow the resulting image is upside down. Do anyone know why is that?


Here goes the current version:
by xeol
Fri Mar 02, 2012 8:02 pm
Forum: Libraries and Tools
Topic: Lövely Character Creator
Replies: 17
Views: 3611

Re: Lövely Character Creator

Note that you can only set the name of the folder to store your files in, not the location. So it will always be on the users directory? Btw, I really can't think of a way to save the image. Apparently there is no function to read a part of the screen into imagedata, or even to read a specific pixe...
by xeol
Fri Mar 02, 2012 4:28 am
Forum: Libraries and Tools
Topic: Lövely Character Creator
Replies: 17
Views: 3611

Re: Lövely Character Creator

I made the color sliders, kinda lame, but functional.

I could not create the save file system, don't know exactly how to do it or even if it's possible with love 0.7.2.

EDIT: Is it possible to save files outside the .love file? I think this will probably stop the development of this project.
by xeol
Thu Mar 01, 2012 9:14 pm
Forum: Libraries and Tools
Topic: Lövely Character Creator
Replies: 17
Views: 3611

Re: Lövely Character Creator

Today I'll be working on color sliders to change the color of individual items and a way to save the picture as BMP, expect updates later.

If any of you are pixel artists or know any pixel artists who could help with the database, I would appreciate any contribution.
by xeol
Thu Mar 01, 2012 7:30 am
Forum: Libraries and Tools
Topic: Lövely Character Creator
Replies: 17
Views: 3611

Re: Lövely Character Creator

pk wrote:That is cool.

I do pixel art for a hobby, and one thing I can tell you from experience, is that even for free stuff like this, you'll want to explicitly set a guideline for licensing. You'll probably want to use one of the Creative Commons license for all the base images.

why exactly?
by xeol
Thu Mar 01, 2012 6:25 am
Forum: Libraries and Tools
Topic: Lövely Character Creator
Replies: 17
Views: 3611

Lövely Character Creator

I am planning to create a RPG-ish game with a 3/4ths view, kinda like SNES-era RPGs, but I have one big problem: sprites. I wanna use original graphics, but I suck at pixel art. I used to play around with RPG Maker when I was around 14, 15 years old, and there was a pretty nice software to create cu...
by xeol
Sun Feb 12, 2012 3:43 am
Forum: Support and Development
Topic: framerate/dt problem
Replies: 10
Views: 1657

Re: framerate/dt problem

It will be an action-rpg, I just want the movement to stay locked on the 64x64 grid
by xeol
Sun Feb 12, 2012 3:33 am
Forum: Support and Development
Topic: framerate/dt problem
Replies: 10
Views: 1657

Re: framerate/dt problem

strange... it works fine here on 0.7.2/windows

anyone had the same problem?

looks like some issue with the / and \ characters... I used require("folder/file.lua") and it worked here


I changed a little bit of the code, see if it works now:
by xeol
Sun Feb 12, 2012 1:56 am
Forum: Support and Development
Topic: framerate/dt problem
Replies: 10
Views: 1657

Re: framerate/dt problem

self.running represents wether the char is running or not. If its value is 1, it adds to the speed of the character, if it's 0, does nothing. self.px and self.py are the "target" x and y coordinates for my gridlocking system. The "move" function sets them, and the "update" function gradually increas...
by xeol
Sun Feb 12, 2012 1:19 am
Forum: Support and Development
Topic: framerate/dt problem
Replies: 10
Views: 1657

Re: framerate/dt problem

This is the function used to define the "target" x/y coordinates (it's a gridlocked system) function actor:move(dir) if dir == "up" then self.py = self.py - constants.base*constants.scale end if dir == "down" then self.py = self.py + constants.base*constants.scale end if dir == "right" then self.px ...