Search found 252 matches

by RNavega
Thu Feb 08, 2024 12:53 am
Forum: General
Topic: How do you code and deploy DLC's?
Replies: 10
Views: 3548

Re: How do you code and deploy DLC's?

I like thestarknight's drag and drop idea, that's very clean. But I'd probably just have the full game as the paywalled version. So there are two itch.io projects: A) game engine + shareware assets B) game engine + shareware + commercial assets. They're both self-sufficient. You can totally unpack t...
by RNavega
Tue Feb 06, 2024 4:28 am
Forum: Libraries and Tools
Topic: [LIBRARY] srt.lua A simple srt caption parser
Replies: 8
Views: 81645

Re: [LIBRARY] srt.lua A simple srt caption parser

That's a cool IDE, it shows a stack / debug info, very useful. I code in Notepad++ like a peasant, it's just the text and that's it. Now parsed nodes work but the output is still nil, also i did a conscious decision of when there's no subtitle present at the time return an empty string witch ensures...
by RNavega
Mon Feb 05, 2024 5:19 am
Forum: Libraries and Tools
Topic: [LIBRARY] srt.lua A simple srt caption parser
Replies: 8
Views: 81645

Re: [LIBRARY] srt.lua A simple srt caption parser

I know my O() function is garbage, but since generally even a 3hr file could get parsed in so little i took the performance hit. Since your code works, I don't consider it garbage. But it would be much faster using caching -- not in a noticeable way though, probably microseconds faster. Once i test...
by RNavega
Thu Feb 01, 2024 8:58 am
Forum: General
Topic: Zerobrane. and love
Replies: 4
Views: 1138

Re: Zerobrane. and love

If you haven't already seen this, there's a sticky thread about packing your game into a .love: https://love2d.org/forums/viewtopic.php?t=451 I don't know if they're still updated, but there's some distribution tools in here, they're meant to automate the boring parts: https://github.com/love2d-comm...
by RNavega
Tue Jan 30, 2024 11:13 pm
Forum: General
Topic: Using love while learning c++
Replies: 6
Views: 1250

Re: Using love while learning c++

Oh, and using LuaJIT's FFI you can load library binaries like .DLL on Windows and .SO on Android / Linux, as seen here: https://love2d.org/forums/viewtopic.php?p=223319#p223319 You can build those binaries with C++ and a C extern interface, and use them in your Löve programs later. See this: https:/...
by RNavega
Tue Jan 30, 2024 6:48 am
Forum: General
Topic: Using love while learning c++
Replies: 6
Views: 1250

Re: Using love while learning c++

Not saying that you shouldn't learn C++, only you can know what's important for you.
But for you to consider learning C# instead. This would let you use Godot, Unity etc.

And C# is much closer to C++ than Lua is, so you will be closing the distance in any case.
by RNavega
Mon Jan 29, 2024 5:44 am
Forum: General
Topic: Camera jittering
Replies: 13
Views: 2234

Re: Camera jittering

Actually, f*** it, let's go all out.
There's no better way to test nearest-neighbor filtering than some parallax scrolling with a very subtle decay.

preview.png
preview.png (15.63 KiB) Viewed 1069 times
by RNavega
Mon Jan 29, 2024 3:21 am
Forum: General
Topic: Camera jittering
Replies: 13
Views: 2234

Re: Camera jittering

@ddabrahim can you test this? preview.gif The "sprite.png" image is this: sprite.png The main.lua code is this: local sprite local spriteX = 170 local pixelCanvas function love.load() love.window.setMode(640, 400) -- Twice the pixel art canvas size. love.graphics.setDefaultFilter('nearest'...
by RNavega
Sun Jan 28, 2024 3:39 am
Forum: General
Topic: Camera jittering
Replies: 13
Views: 2234

Re: Camera jittering

I suggest creating a new folder / project just to stress-test these things out in isolation.
If you can get them to work, then you know the problem is somewhere else in your code
by RNavega
Tue Jan 23, 2024 2:23 am
Forum: Support and Development
Topic: 2D lighting engines
Replies: 12
Views: 28146

Re: 2D lighting engines

Ninja'ed by Vilonis xD (I didn't see your earlier post)