Search found 129 matches

by napco
Fri Nov 20, 2009 3:08 pm
Forum: General
Topic: Happy birthday to... aka the birthday topic!
Replies: 80
Views: 10300

Happy birthday to... aka the birthday topic!

Happy birthday to Bartbes! By the way... I didn't know you were so young!
by napco
Fri Nov 20, 2009 3:03 pm
Forum: Support and Development
Topic: where are my files going????
Replies: 12
Views: 2442

Re: where are my files going????

You can't! New files are stored in love.filesystem.getSaveDirectory() folder... In my case it's c:/users/napco/application data/love/map editor. Files are stored there to prevent editing of the main script, i think. But with the previous function you'll be able to see where are you saving. It's a pi...
by napco
Thu Nov 19, 2009 11:52 am
Forum: Support and Development
Topic: when does your game slow down?
Replies: 19
Views: 3565

Re: when does your game slow down?

Camera x and y are the offset of the map. You can change them with love.keyboard.isDown(directional keys) to simulate map scrolling.
by napco
Mon Nov 16, 2009 2:52 pm
Forum: Support and Development
Topic: Tiled
Replies: 2
Views: 798

Re: Tiled

I prefer making my own map editor, but i think that you cuold load them with ...include() or ...load()
by napco
Mon Nov 16, 2009 1:09 am
Forum: Support and Development
Topic: when does your game slow down?
Replies: 19
Views: 3565

Re: when does your game slow down?

This algorithm's speed is not influenced by the width and height values of the map (in tiles)... You can try to compare my algorithm on a 1000x1000 map with a normal algorithm using setScissor(x, y, w, h), checking FPS with love.graphics.setCaption(love.timer.getFPS())
by napco
Sat Nov 14, 2009 6:54 pm
Forum: Support and Development
Topic: when does your game slow down?
Replies: 19
Views: 3565

Re: when does your game slow down?

Well, it's not true... Scissor prevents the images to be displayed, not the love.graphics.draw call, so the game slows down also (already tried). A good algorithm would be: function draw() x1 = 1 - math.ceil(camera_x / 32) x2 = 15 - math.floor(camera_x / 32) y1 = 1 - math.ceil(camera_y / 32) y2 = 10...
by napco
Sat Nov 14, 2009 1:56 pm
Forum: Support and Development
Topic: when does your game slow down?
Replies: 19
Views: 3565

Re: when does your game slow down?

It should be ok, but remember to draw only visible tiles (using this method you can load very large maps). Another answer is Mode7. Mode7 slows down a lot my game (it's unplayable)...
by napco
Fri Nov 13, 2009 10:36 am
Forum: Support and Development
Topic: when does your game slow down?
Replies: 19
Views: 3565

Re: when does your game slow down?

I use a computer with only 1 GB RAM to program with LOVE, in order to optimize my code. It slows down when displaying more then 750 32x32 tiles per frame or, obiviously when a load function (es newFont or newImage) is running continuously inside the update callback.
by napco
Wed Nov 11, 2009 11:20 am
Forum: General
Topic: 0.6.0 Update
Replies: 221
Views: 47863

Re: 0.6.0 Update

Really? Wow! Then i'll try to learn HTML and help out if university will give me enough spare time
by napco
Wed Nov 11, 2009 12:40 am
Forum: Support and Development
Topic: Maximum image size
Replies: 0
Views: 969

Maximum image size

Hi! I've tried loading and displaying a 2000x2000 png image (a tileset), but the result was a white(?) map. Tried to reduce image size to 1000x500 and everything has been drawn succesfully. So, i was wondering what's the maximum image size in 0.5.0 and if in 0.6.0 it has been increased. Thanks in ad...