Search found 129 matches
- Fri Nov 20, 2009 3:08 pm
- Forum: General
- Topic: Happy birthday to... aka the birthday topic!
- Replies: 80
- Views: 25712
Happy birthday to... aka the birthday topic!
Happy birthday to Bartbes! By the way... I didn't know you were so young!
- Fri Nov 20, 2009 3:03 pm
- Forum: Support and Development
- Topic: where are my files going????
- Replies: 12
- Views: 6062
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...
- Thu Nov 19, 2009 11:52 am
- Forum: Support and Development
- Topic: when does your game slow down?
- Replies: 19
- Views: 9342
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.
- Mon Nov 16, 2009 2:52 pm
- Forum: Support and Development
- Topic: Tiled
- Replies: 2
- Views: 1784
Re: Tiled
I prefer making my own map editor, but i think that you cuold load them with ...include() or ...load()
- Mon Nov 16, 2009 1:09 am
- Forum: Support and Development
- Topic: when does your game slow down?
- Replies: 19
- Views: 9342
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())
- Sat Nov 14, 2009 6:54 pm
- Forum: Support and Development
- Topic: when does your game slow down?
- Replies: 19
- Views: 9342
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...
- Sat Nov 14, 2009 1:56 pm
- Forum: Support and Development
- Topic: when does your game slow down?
- Replies: 19
- Views: 9342
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)...
- Fri Nov 13, 2009 10:36 am
- Forum: Support and Development
- Topic: when does your game slow down?
- Replies: 19
- Views: 9342
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.
- Wed Nov 11, 2009 11:20 am
- Forum: General
- Topic: 0.6.0 Update
- Replies: 221
- Views: 105107
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
- Wed Nov 11, 2009 12:40 am
- Forum: Support and Development
- Topic: Maximum image size
- Replies: 0
- Views: 2264
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...