Search found 259 matches

by OmarShehata
Fri Jun 27, 2014 4:44 pm
Forum: Support and Development
Topic: SpriteBatch performance?
Replies: 3
Views: 1198

Re: SpriteBatch performance?

Thank you for the really helpful post Slime! I wasn't even thinking about overdraw at all. (That Awesomenaughts article is really insightful) I moved everything offscreen and spritebatches DO make a big difference in that case. So my main goal should be to minimize overdraw in that case. I just trie...
by OmarShehata
Wed Jun 25, 2014 9:02 am
Forum: Support and Development
Topic: SpriteBatch performance?
Replies: 3
Views: 1198

SpriteBatch performance?

I remember spritebatches being really super fast, especially with things that don't move. However, I just made a test now, and it seems like drawing 1000 images individually takes the same amount of time as drawing them with just 1 draw call with a sprite batch. Am I doing something wrong? I'm getti...
by OmarShehata
Thu Jun 19, 2014 12:50 pm
Forum: Games and Creations
Topic: Move Or Die on Steam Greenlight
Replies: 40
Views: 9712

Re: Move Or Die on Steam Greenlight

Thanks for the tip about the fullscreen in OSX slime. Will add that as an option. And yeah we definitely need to do something about the huge images. I did work on something that would create smaller versions of every image the first time you start the game, but we disabled it in the demo because it ...
by OmarShehata
Wed Jun 18, 2014 4:32 pm
Forum: Games and Creations
Topic: Move Or Die on Steam Greenlight
Replies: 40
Views: 9712

Re: Move Or Die on Steam Greenlight

I'll definitely let you guys know if/when I get Steam's API working! (Will most likely be coming back to you guys for help though!)
by OmarShehata
Tue Jun 17, 2014 7:14 am
Forum: Games and Creations
Topic: Move Or Die on Steam Greenlight
Replies: 40
Views: 9712

Re: Move Or Die on Steam Greenlight

The question is, however if I'll be actually able to play it or not. Yeah the game's not very optimized at the moment. I'll definitely be optimized soon, and surely before release. Thanks for the heads up on the icon thing! For the mipmap, you'll find a file named startup.ini in the save directory ...
by OmarShehata
Mon Jun 16, 2014 2:05 pm
Forum: Games and Creations
Topic: Move Or Die on Steam Greenlight
Replies: 40
Views: 9712

Re: Move Or Die on Steam Greenlight

Thanks for the support everyone!
MadByte wrote:Voted. Looks great.
Seems like you figured out how to do online / lan multiplayer with löve *happy* :)
That part is still in the works but yeah, we're working on it!
by OmarShehata
Mon Jun 16, 2014 10:33 am
Forum: Games and Creations
Topic: Move Or Die on Steam Greenlight
Replies: 40
Views: 9712

Move Or Die on Steam Greenlight

We've just posted up Move Or Die (the multiplayer spin-off of Concerned Joe) on Greenlight! We'd appreciate a vote, we need your support!

http://moveordiegame.com/vote

by OmarShehata
Tue Jun 03, 2014 9:33 am
Forum: Support and Development
Topic: Physics question
Replies: 2
Views: 354

Re: Physics question

It's because of the friction with the wall. If you're falling just next to the wall, you won't feel any friction (that's why he falls normally) but when you're being pushing against a wall (or any surface, such as being pulled towards the ground by gravity) and you try to move parallel to the surfac...
by OmarShehata
Fri May 30, 2014 9:36 am
Forum: Libraries and Tools
Topic: Noobhub - opensource multiplayer library for LÖVE
Replies: 29
Views: 9941

Re: Noobhub - opensource multiplayer library for LÖVE

Oh wow! This is exactly what I've been looking for! I was just about to start the painstaking process of writing multiplayer from scratch. Thank you so much, will definitely use this in my game.
by OmarShehata
Mon May 12, 2014 6:01 pm
Forum: Support and Development
Topic: Share a Shader!
Replies: 312
Views: 107984

Re: Share a Shader!

Just made a smoke shader. Was really interested about trying shaders that "propagate". By that I mean, shaders that have an initial state and build off it. Had to use two canvases to maintain the previous state and feed it back to the shader. It's actually based off this paper . The algorithm itself...