Search found 124 matches

by Nelvin
Sun Feb 24, 2019 9:27 am
Forum: Libraries and Tools
Topic: Luven - Minimalist light engine
Replies: 29
Views: 52698

Re: Luven - Minimalist light engine

The biggest optimization for the canvas approach is a lower resolution canvas for the lightmap - it's probably rendered over the final display using filtering anyway, so you may get away with way lower resolutions than your actual display, saving huge amounts of bandwidth on the GPU.
by Nelvin
Tue Feb 05, 2019 2:28 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1494019

Re: What's everyone working on? (tigsource inspired)

Here's a screen from our game with a less zoomed out view
Aztec_Apothecary.png
Aztec_Apothecary.png (643.28 KiB) Viewed 37570 times
by Nelvin
Thu Jan 31, 2019 8:50 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1494019

Re: What's everyone working on? (tigsource inspired)

This. is. amazing! :o I'm sooo jealous right now! The art looks great, the UI is amazingly well done. This actually motivates me a lot to continue working on Stone Kingdoms . You need some competition after all :awesome: Thanks - I'll forward this to my teammate and artist. I remember your project ...
by Nelvin
Thu Jan 31, 2019 7:31 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1494019

Re: What's everyone working on? (tigsource inspired)

Sadly I had a few very slow months of development on our aztec city builder but we're finally getting some momentum again. The game runs really great with big cities already (the FPS is below 60 only because the sim runs at a 64x speedup :)). We do have a devlog on TIG too https://forums.tigsource.c...
by Nelvin
Fri Jan 11, 2019 8:28 pm
Forum: General
Topic: Scroll Bar Going Too Far
Replies: 6
Views: 6019

Re: Scroll Bar Going Too Far

In addition to what zorg mentioned, the reason I've added it to the calculation is, it makes the first move half the size of what's generally required to scroll the list by one element and the same for the last one. Without it, the last element will only appear at the very last possible scrollbar po...
by Nelvin
Fri Jan 11, 2019 7:59 am
Forum: General
Topic: Scroll Bar Going Too Far
Replies: 6
Views: 6019

Re: Scroll Bar Going Too Far

You missed to subtract the visible words in your calculation function love.load() -- Load font fontSize = 48 font = love.graphics.newFont("calibri.ttf",fontSize) love.graphics.setFont(font) wordList = {"A","B","C","D","E","F",&quo...
by Nelvin
Tue Jan 08, 2019 10:04 am
Forum: Support and Development
Topic: easier way to ignore DPI on android?
Replies: 15
Views: 17410

Re: easier way to ignore DPI on android?

Is there no way to implement (in future Löve version) an option to globally set a DPI scale? That would, IMO, be good enough for those who care - that would include me, as I, in general, like to have control over what my code does as much as possible. That does not mean I don't use and like to benef...
by Nelvin
Sun Jan 06, 2019 5:09 pm
Forum: Games and Creations
Topic: Collisions on Google Play
Replies: 7
Views: 9257

Re: Collisions on Google Play

Gave it a try ... works pretty good even on my lowspec Android 5 tablet
by Nelvin
Sun Jan 06, 2019 9:08 am
Forum: Support and Development
Topic: easier way to ignore DPI on android?
Replies: 15
Views: 17410

Re: easier way to ignore DPI on android?

Just redefine the newCanvas function to fit your needs (you may add a OS check for Android or whatever else you need) do local originalNewCanvas = love.graphics.newCanvas love.graphics.newCanvas = function( width, height ) return originalNewCanvas( width, height, { dpiscale = 1 } ) end end
by Nelvin
Tue Jan 01, 2019 2:00 pm
Forum: Support and Development
Topic: Array problem
Replies: 4
Views: 3506

Re: Array problem

I see ... if I understand your code correctly it probably is because you move the symbols y position by the value of GameSpeed and at some point reset this position by subtracting 5*GameSizeY which results in different stopped y positions if 5*GameSizeY is not an exact multiple of GameSpeed. You cou...