Search found 1938 matches

by Nixola
Tue Jul 24, 2018 11:47 am
Forum: Support and Development
Topic: Is it possible to make an animated perspective texture WITHOUT a shader?
Replies: 5
Views: 4215

Re: Is it possible to make an animated perspective texture WITHOUT a shader?

You could try using a vertex shader instead of a pixel shader; I don't actually know how much they affect performance, but I'd guess much less since the code only runs once per vertex instead of once per pixel
by Nixola
Mon Jul 23, 2018 9:51 am
Forum: Support and Development
Topic: Optimizing text drawing
Replies: 7
Views: 5141

Re: Optimizing text drawing

molul wrote: Mon Jul 23, 2018 6:51 am EDIT2: spritebatches my ass. I only had to make texture atlases of all my textures and properly define quads ^_^U
If you're using LÖVE 11, that's probably because it automatically batches draw calls with the same texture
by Nixola
Sun Jul 22, 2018 9:12 am
Forum: Support and Development
Topic: Optimizing text drawing
Replies: 7
Views: 5141

Re: Optimizing text drawing

How are you printing stuff exactly? Could the bottleneck be in string manipulation rather than lg.print itself? Could using a Text object help? I'd help more but I'm afraid I don't have access to devices of similar power.
by Nixola
Sat Jul 21, 2018 8:32 am
Forum: Support and Development
Topic: Cannot Load Game at Path
Replies: 4
Views: 5637

Re: Cannot Load Game at Path

You need to drag the folder that contains the main.lua file, not main.lua itself
by Nixola
Wed Jul 18, 2018 10:19 pm
Forum: Support and Development
Topic: [SOLVED] Different approaches for saving settings and game progress
Replies: 8
Views: 6000

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.
by Nixola
Tue Jul 17, 2018 4:31 pm
Forum: Support and Development
Topic: [SOLVED!]
Replies: 6
Views: 6479

Re: [closed]

Please don't just rename the topic to "closed". Use a descriptive title and add something like "[SOLVED]" at the beginning or end, so people know what it is.
by Nixola
Tue Jul 17, 2018 3:36 pm
Forum: Support and Development
Topic: [SOLVED!]
Replies: 6
Views: 6479

Re: HELLLPPPP

gutil.tile returns two values, but since it's followed by a comma Lua will only get the first value and discard the second one. You should do something like this: love.draw = function() local x, y = gutil.tile(0, 0) local w, h = gutil.tile(1, 1) love.graphics.rectangle("fill", x, y, w, h) ...
by Nixola
Mon Jul 09, 2018 11:14 am
Forum: Libraries and Tools
Topic: How to turn off audio inside game loop
Replies: 1
Views: 4057

Re: How to turn off audio inside game loop

You can use love.audio.setVolume to keep playing them while muted, or love.audio.stop to stop everything that's playing and then, as you said, not play anything unless it's unmuted. What you choose is up to you - I guess the former will be a bit heavier on the processor and/or battery and/or might m...
by Nixola
Mon Jul 02, 2018 3:22 pm
Forum: Support and Development
Topic: Game not working on Android
Replies: 4
Views: 4255

Re: Game not working on Android

I think he means the launcher.
by Nixola
Sat Jun 23, 2018 3:08 pm
Forum: General
Topic: Trying to draw a textured polygon
Replies: 4
Views: 4527

Re: Trying to draw a textured polygon

Nixola wrote: Thu Jun 14, 2018 3:08 pm Try setting the LOVE_GRAPHICS_USE_OPENGLES environment variable to 1 before launching LÖVE; that should be all there is to it.
That is, assuming your computer supports GL ES and the drivers use a stricter compiler. I don't know how to check for that, but trying won't hurt.