Search found 69 matches

by Nelvin
Fri Sep 07, 2018 10:10 am
Forum: Support and Development
Topic: High cpu usage [solved]
Replies: 7
Views: 613

Re: High cpu usage

Check your FPS ... maybe you're running your game without vsync and so with a ridiculously high framerate resulting in your logic running, like 500 times a second.
by Nelvin
Sun Aug 26, 2018 7:08 am
Forum: Support and Development
Topic: Text not displayed for one particular user
Replies: 11
Views: 1049

Re: Text not displayed for one particular user

As it seems to be only related to text and not any other rendering my guess is, it's an issue with the glyph caching.

Using a bitmap font instead a ttf is probably the simplest solution for a quick fix.

http://www.angelcode.com/products/bmfont
https://github.com/libgdx/libgdx/wiki/Hiero
by Nelvin
Mon Aug 20, 2018 9:28 am
Forum: Libraries and Tools
Topic: love-steam - Steamworks integration for LÖVE
Replies: 8
Views: 3577

Re: love-steam - Steamworks integration for LÖVE

Great idea - we're going to release our game on Steam at some point in the future, so thanks already.
by Nelvin
Fri Aug 10, 2018 3:15 pm
Forum: Support and Development
Topic: I want 2 texts with the same font but with 2 different sizes??
Replies: 10
Views: 718

Re: I want 2 texts with the same font but with 2 different sizes??

Just some additional info ... if you use lots of different characters in a pretty big size your area of interest might be the required resources for the cached bitmaps/textures of the font instead of the loaded ttf-file. The bitmaps for the characters will be created and cached by love automatically...
by Nelvin
Thu Aug 02, 2018 12:19 pm
Forum: Games and Creations
Topic: Retro Action-Adenture - Genesis Quest
Replies: 3
Views: 1907

Re: Retro Action-Adenture - Genesis Quest

Looks pretty good already. With regards to the similarity to Zelda, might be an issue for users who played the original Zelda games but there's still a much bigger group of users who never did so. F.i. even though I started back when the VCS 2600 was still popular I never was a console user and so, ...
by Nelvin
Thu Jul 19, 2018 6:39 am
Forum: Support and Development
Topic: [SOLVED] Different approaches for saving settings and game progress
Replies: 8
Views: 882

Re: Different approaches for saving settings and game progress

One reason would be safety. Lua code would need to be sandboxed, or people sharing modified saves could potentially run untrusted code through them. Right, that's one of the few cases. Controlling the environment (using setfenv) while loading a game might help in situations where additional safety ...
by Nelvin
Wed Jul 18, 2018 1:22 pm
Forum: Support and Development
Topic: [SOLVED] Different approaches for saving settings and game progress
Replies: 8
Views: 882

Re: Different approaches for saving settings and game progress

Use Lua ... there's hardly any sane reason not to do so for this kind of data.
by Nelvin
Thu Jul 12, 2018 6:02 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1680
Views: 382376

Re: What's everyone working on? (tigsource inspired)

Working on a city builder ... and having a shitload load of fun doing so ...

promogif-farm.gif
promogif-farm.gif (14.24 MiB) Viewed 6816 times
by Nelvin
Tue Jul 10, 2018 7:07 am
Forum: General
Topic: How can I store cool levels and sweet resources cozily
Replies: 6
Views: 1352

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

For tilebased levels, have a look at www.mapeditor.org - and IMO the best format is Lua itself, data description is actually the origin of the language.
by Nelvin
Sun Jul 08, 2018 3:51 pm
Forum: Libraries and Tools
Topic: [0.10.2] AdMob support for Android!
Replies: 54
Views: 21922

Re: [0.10.2] AdMob support for Android!

Since I would've liked to read this when I started out using ads, I will share some of my experience. I currently have an endless runner installed on 3000 devices, from which I play an intertitial ad every 5 deaths, generating from 0.10 to 2.00 USD a day, sometimes it peaks at 4 USD on one day. I'v...