Search found 87 matches

by Nelvin
Mon Jun 18, 2018 11:00 am
Forum: General
Topic: ECS programming pattern question
Replies: 1
Views: 687

Re: ECS programming pattern question

If you solved your problem with one line of code and you're questioning your solution with 5 lines of text in a forum message I'd say, you've already done a decent job before posting. Seems like you found a solution, it's as pragmatic as possible (which is IMO really good) and there's actually no re...
by Nelvin
Mon Jun 18, 2018 5:22 am
Forum: Support and Development
Topic: [solved]issues with an isometric map
Replies: 4
Views: 964

Re: issues with an isometric map

You just have a typo (I guess) as, in Map:draw you use the height instead of height_size to calculate the yoffset and color gradient of your tiles.
by Nelvin
Tue Jun 12, 2018 6:00 am
Forum: Support and Development
Topic: Using love.graphics.newImage() with png files in an external directory
Replies: 7
Views: 1615

Re: Using love.graphics.newImage() with png files in an external directory

I use a helper function like this in such situations local function loadImageFromPath( filePath ) local f = io.open( filePath, "rb" ) if f then local data = f:read( "*all" ) f:close() if data then data = love.filesystem.newFileData( data, "tempname" ) data = love.image.newImageData( data ) local ima...
by Nelvin
Tue Jun 12, 2018 5:18 am
Forum: Support and Development
Topic: Pixelation when downscaling images, even when using 'linear' filter?
Replies: 5
Views: 857

Re: Pixelation when downscaling images, even when using 'linear' filter?

Have you tried if using mipmaps helps?

Change your image loading line into

Code: Select all

    heart = love.graphics.newImage("heart.png", { mipmaps=true } )
by Nelvin
Fri Jun 08, 2018 7:17 am
Forum: Support and Development
Topic: Simple Recursive Tactical RPG Movement Range Issue
Replies: 2
Views: 491

Re: Simple Recursive Tactical RPG Movement Range Issue

Your problem is that you recursively only check if the position is reachable and if so, mark it as true and never evaluate the position again. But to reach all the possible destinations you need to also check for the length of the path so far and not skip the recursion if you reached a tile in less ...
by Nelvin
Fri Jun 01, 2018 8:29 am
Forum: Support and Development
Topic: issue on showing large image
Replies: 6
Views: 927

Re: issue on showing large image

I've fixed the spritesheet for you - 2k x 2k is all you need, separating the shadow form the sprite will probably reduce to about half of that.
sprites_test_00.png
sprites_test_00.png (894.15 KiB) Viewed 903 times
by Nelvin
Tue May 29, 2018 11:52 am
Forum: Games and Creations
Topic: Stone Kingdoms 0.1 (RTS)
Replies: 8
Views: 3336

Re: Stone Kingdoms 0.1 (RTS)

Please don't tell me you do anything at a scale of 18000 files in an even remotely manual way?
Write small tools/scripts/batchfiles to convert/pack/generate textures, uvs, create animtables and save them as lua files you can directly require and use in your game etc. etc.
by Nelvin
Mon May 21, 2018 5:12 am
Forum: General
Topic: Improving Collision Resolution System
Replies: 1
Views: 509

Re: Improving Collision Resolution System

Depending on the final speed of your moving objects (defined by the velocity and dt) objects may tunnel through each other without a collision. The core issue is, you're object may move so fast, that the last check happens before a colliding tile and the next one when it's in a position fully behind...
by Nelvin
Sun May 06, 2018 7:25 am
Forum: General
Topic: Is Love2d Suitable For My Project?
Replies: 9
Views: 1909

Re: Is Love2d Suitable For My Project?

I write a different game (city builder) but kind of similar requirements with regards to the mapsize, number of active characters doing pathfinding etc. and I'd say Love is easily able to handle everything you need. My game, at the moment is in many areas highly unoptimized. F.i. the rendering is do...