Hey there
I put a simple click and drag function into my game and noticed that the mouse was moving faster than the box could keep up and they became out of sync!
I've attached a löve in case it is my code or is it the same for everyone??
Thanks!
Search found 58 matches
- Sun Feb 21, 2016 1:16 pm
- Forum: Support and Development
- Topic: Click and drag working sluggishly?
- Replies: 12
- Views: 5007
- Tue Feb 16, 2016 8:14 pm
- Forum: Support and Development
- Topic: How to set different frames per second and updates per second and be able to change after loading?
- Replies: 8
- Views: 4576
Re: How to set different frames per second and updates per second and be able to change after loading?
Can't say I fully understand your question, but you may find some luck looking into love.run
- Tue Feb 16, 2016 8:05 pm
- Forum: Support and Development
- Topic: Loading/saving a table??
- Replies: 6
- Views: 4973
Re: Loading/saving a table??
Hello! I'm the author of Ser (as well as Lady, Smallfolk and, as of recently, bitser). First question: does it need to be a text file or is a binary file OK? If it needs to be a text file, Ser is indeed a good idea. You'd use it like this: local serialize = require 'ser' --when saving a game: love....
- Tue Feb 16, 2016 2:18 pm
- Forum: Support and Development
- Topic: Loading/saving a table??
- Replies: 6
- Views: 4973
Loading/saving a table??
Hiya, I have a pretty large table containing a couple of sub-tables (don't know what they're called :P ) that I want to write and read from a file so that I can save my game. Given some context, the table contains the properties for each block in the map, where there are 10 properties per block, 60 ...
- Wed Dec 16, 2015 5:30 pm
- Forum: Support and Development
- Topic: Drastic performance difference between different machines?
- Replies: 5
- Views: 2189
Re: Drastic performance difference between different machine
Thanks for the replies, I think I'll try and do some profiling and then post for some feedback!
- Tue Dec 15, 2015 9:18 pm
- Forum: Support and Development
- Topic: Drastic performance difference between different machines?
- Replies: 5
- Views: 2189
Drastic performance difference between different machines?
Hey there, So I've been testing my game around on different computers to get an idea of performance, and I've found that the game either runs very nicely (500+ fps) on Computers that typically have an i3 or above, even with integrated graphics. However, other computers I have tried that use Pentium ...
- Thu Nov 05, 2015 12:11 pm
- Forum: Support and Development
- Topic: Spritebatch not drawing properly on older computers?
- Replies: 3
- Views: 1236
Re: Spritebatch not drawing properly on older computers?
In my case it seems as if the spritebatches only fail to draw properly when they are using quads instead of a single image. But when I replicate this in a new game it seems to work fine even with the quads- so it's just something in my code I need to find! Thanks for the suggestions and the replies!...
- Tue Nov 03, 2015 8:11 pm
- Forum: Support and Development
- Topic: Spritebatch not drawing properly on older computers?
- Replies: 3
- Views: 1236
Spritebatch not drawing properly on older computers?
Hi there, so i've testing my game around on different computers, and found that on all the old[er] computers, the spritebatches have been drawing as solid gray boxes, with an FPS of about 1-2. All the computers I tested on have integrated graphics (not sure of the full specs as they are school compu...
- Tue Oct 13, 2015 4:38 pm
- Forum: Support and Development
- Topic: Spritebatch draw range?
- Replies: 7
- Views: 4114
Re: Spritebatch draw range?
Such a leap of performance is suspicious. Could you provide .love? EDIT: I can hardly believe that spritebatch drawing alone can cause this. Maybe you have some active shader which slows all down. I can't really beieve it either. I'll try and reproduce just drawing the tiles with the spritebatch wi...
- Mon Oct 12, 2015 9:04 pm
- Forum: Support and Development
- Topic: Spritebatch draw range?
- Replies: 7
- Views: 4114
Re: Spritebatch draw range?
Have you determined that the tile rendering is a performance bottleneck, compared to other things your code is doing? What kind of framerates are you getting? Hiya, I don't have access to exact numbers unfortuneately as this is only an issue on lower spec computers than my own. However when I was t...