I was intrigued with the idea of doing this with a shader and this is my attempt using moonshine.
It's way more complicated than sheering because the grass is a texture on a mesh. I just used the sketch filter and adjusted it slightly. I'm sure it can be tuned up a lot.
Search found 45 matches
- Sat Feb 03, 2018 6:52 pm
- Forum: Support and Development
- Topic: How are wiggle animations done?
- Replies: 3
- Views: 3319
- Sat Feb 03, 2018 3:22 pm
- Forum: Support and Development
- Topic: error failed request
- Replies: 2
- Views: 2638
Re: error failed request
That error is directly related to your graphics card drivers and the libraries that support it. Given that this is a new installation, fixing the issue may be as simple as running the command below. sudo apt-get install libgl1-mesa-dev That's assuming that your lxqt is ubuntu (which is a desktop env...
- Thu Feb 01, 2018 4:35 am
- Forum: Libraries and Tools
- Topic: loveblobs - the softbody library
- Replies: 4
- Views: 6543
- Tue Jan 30, 2018 1:20 am
- Forum: Support and Development
- Topic: Weird bug ?
- Replies: 2
- Views: 1991
Re: Weird bug ?
Hey, I ran this on Android and I just see the line appear where I touch, like you described, no black sections leading to the corner like in the screenshot. Seems to work fine for me on Moto g5 when run using love2d app. What device are you using? Actually, I do see one spaz line going off, nothing ...
- Mon Jan 29, 2018 4:55 am
- Forum: Support and Development
- Topic: Difficulty with Command Paths
- Replies: 7
- Views: 4791
Re: Difficulty with Command Paths
Zerobrane's love2d debugging is really great, if you want to use it you just add if arg[#arg] == "-debug" then require("mobdebug").start() end at the top of function love.load() here's more information about that feature. http://notebook.kulchenko.com/zerobrane/love2d-debugging I...
- Sat Jan 27, 2018 3:36 am
- Forum: Libraries and Tools
- Topic: portland, an orientation handler for Android
- Replies: 2
- Views: 8190
Re: portland, an orientation handler for Android
This is amazing and I can see this solving a ton of problems for everyone with quirky mobile screenwidths. I löve portland, thank you so much!
- Tue Jan 23, 2018 2:49 pm
- Forum: Support and Development
- Topic: How to use Tiled (or not) with a platformer
- Replies: 9
- Views: 6140
Re: How to use Tiled (or not) with a platformer
Give this a shot - add a function to the stalker-x library to just return the x, y and scale. function Camera:getCoords() return self.x, self.y, self.scale end in the love.update function, call that function and consume the coordinates cameraX, cameraY, cameraScale = camera:getCoords() and when it c...
- Mon Jan 22, 2018 2:42 am
- Forum: Support and Development
- Topic: How to use Tiled (or not) with a platformer
- Replies: 9
- Views: 6140
Re: How to use Tiled (or not) with a platformer
You should definitely stick with Tiled and STI, it's going to simplify collision detection, level building, and art management massively. The reason STI isn't going to work with camera libraries is because in order to be as stable as possible, it needs to do it's own translation and scaling when it ...
- Sun Jan 21, 2018 12:27 am
- Forum: Support and Development
- Topic: love.js supports shader?
- Replies: 2
- Views: 2775
Re: love.js supports shader?
I continued looking into this since and concluded that I could not get moonshine (https://github.com/vrld/moonshine/), lightworld (https://github.com/tanema/light_world.lua) or shadows (https://github.com/matiasah/shadows) to work with love.js. I also realized that I'd used the master branch for lov...
- Fri Jan 19, 2018 5:14 am
- Forum: Support and Development
- Topic: love.js supports shader?
- Replies: 2
- Views: 2775
Re: love.js supports shader?
I just did a quick test and the answer is yes, love.js does support shaders. I attached the love file I used for the test - unzip it, put it in a folder called shader001 download the lovejs repo https://github.com/TannerRogalsky/love.js put the shader001 folder in the debug folder of lovejs, make su...