Search found 51 matches
- Fri Jan 30, 2015 12:31 am
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120286
Re: Löve "Light vs. Shadow" Engine v2
Just an update, I pretty much implemented scaling and rotating of light bodies, there is just some inaccuracy in them so the object get slightly smaller if you rotate them and scaling does not match up with how love.graphics.draw scales so it will be a different size depending on the scale. Did you...
- Sun Jan 25, 2015 2:13 am
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120286
Re: Löve "Light vs. Shadow" Engine v2
Just out of curiosity but why do you draw normal maps/shadow objects like this: love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny) And not this: love.graphics.draw(self.normalMesh, self.x, self.y,self.rotation,1,1,self.nx,self.ny) The only downside that I can see so far is that ...
- Thu Dec 11, 2014 9:33 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120286
Re: Löve "Light vs. Shadow" Engine v2
@drunken_thor, would it be possible to have lower resolutions for the shadow objects/lights themselves without changing the screen resolution?
- Thu Dec 11, 2014 7:55 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120286
Re: Löve "Light vs. Shadow" Engine v2
I get around 51 fps on 1024 x 720.giann wrote:AMD radeon HD 6350. 800x600 is fine, > 1024 is far worse.
- Thu Dec 11, 2014 7:23 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120286
Re: Löve "Light vs. Shadow" Engine v2
I'm aware that off screen lights/bodies are not accounted for. The numbers I gave take that fact into account. The drop should not be that drastic in my opinion. If I can't have 3 lights and 5 bodies at 720p at 30fps minimum, this is a performance issue, not a normal occurence. True, although I dou...
- Thu Dec 11, 2014 6:27 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120286
Re: Löve "Light vs. Shadow" Engine v2
@relazy, Okay the new code should be all fixed up, the reason I left it off was because I was initializing some shadow bodies by the center x, y and some by the topleft x, y and had to fix those first before range could be fixed Awesome! :awesome: Its all fixed now, thank you. Also: Do you think th...
- Mon Dec 08, 2014 10:01 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120286
Re: Löve "Light vs. Shadow" Engine v2
@drunken_thor, Thanks for including the examples for camera plugins! :awesome: However the translation inverted all of my camera movement(because I get the x and y of the drawn player which I use for camera movement), thankfully there is a simple fix for that: tx,ty = love.graphics.getWidth()/(2*cam...
- Wed Dec 03, 2014 6:51 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120286
Re: Löve "Light vs. Shadow" Engine v2
Is there a way to make this work with Hump camera? I can't set the translation right. I can attach a light to the mouse co-ordinates on the camera but it fails when I want to set a fixed location for a shadow body on world co-ordinates. I tried to :setPosition() within camera attach and detach func...
- Tue Dec 02, 2014 7:31 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120286
Re: Löve "Light vs. Shadow" Engine v2
Is there a way to make this work with Hump camera? I can't set the translation right. I can attach a light to the mouse co-ordinates on the camera but it fails when I want to set a fixed location for a shadow body on world co-ordinates. I tried to :setPosition() within camera attach and detach funct...
- Fri Jul 11, 2014 1:21 am
- Forum: Support and Development
- Topic: [Solved]Re-drawing an image upon setColor?
- Replies: 2
- Views: 1480
Re: Re-drawing an image upon setColor?
You're calling "button_create()" inside love.draw. love.draw is called every frame, So what's happening is that you're creating a new button every frame. What you should do is create the button in love.load(). Your button_update function won't work properly either cause you're not using t...