Search found 683 matches

by bobbyjones
Wed Jun 06, 2018 1:10 am
Forum: Support and Development
Topic: Share Button on Android and iOS
Replies: 5
Views: 205

Re: Share Button on Android and iOS

Also, it's probably SDL's "fault" anyway, maybe that is, or at least was, a nonstandard button; try detecting all keys/scancodes and if something gets triggered when pushing that thing, you're in luck since you can see what it was, if not, you're out of luck. It's not a hardware button. It's someth...
by bobbyjones
Fri Jun 01, 2018 11:42 am
Forum: Games and Creations
Topic: Lord of the Rings Battlecards
Replies: 20
Views: 1778

Re: Lord of the Rings Battlecards

There are a lot of fan made games that technically infringe on copyrights. As long as it's a free to play game it should be fine. My ideology with things is to just do it until someone with authority tells you not to. Sure it's breaking copyright laws but they may not care about it. Just make it obv...
by bobbyjones
Wed May 30, 2018 7:51 am
Forum: Support and Development
Topic: Anyone have a shader to put an outline around an image?
Replies: 13
Views: 686

Re: Anyone have a shader to put an outline around an image?

The best way to do high-quality outlines is by applying a distance transform to the image, then use the resulting signed distance field to render the outline. It's an expensive operation that is not easy to do on a GPU. It's not suitable for realtime generated images and takes a lot of memory, beca...
by bobbyjones
Wed May 30, 2018 3:09 am
Forum: General
Topic: love.filesystem and the absurdity of Love2D's file limitations
Replies: 7
Views: 472

Re: love.filesystem and the absurdity of Love2D's file limitations

When you make a release version it won't be in the LOVE folder I believe. It's only there now because of if every single game you ran from this forum created a folder it will be hard to locate save files if needed.
by bobbyjones
Mon May 28, 2018 10:43 am
Forum: Support and Development
Topic: (Solved) No objects are being drawn
Replies: 3
Views: 166

Re: No objects are being drawn

So maybe I'm just not pairing them up properly but you have a stray end at the end of the file. Is all of the code you shown wrapped in another function? Edit: found it. Remove the end at the end of the file and add after the end for enemy:fire(). You ended the if statement but did not end the funct...
by bobbyjones
Sun May 27, 2018 3:17 pm
Forum: Support and Development
Topic: [Solved]For loop runnning longer than it's supposed to
Replies: 8
Views: 301

Re: [Solved]For loop runnning longer than it's supposed to

function inRange( x, y, radius ) local points = {} for i=x-radius,x+radius do for j=y-radius,y+radius do if ((i-x)^2 + (j-y)^2) < radius^2 then table.insert(points, i) table.insert(points, j) end end end return points end You will have to modify the function to work in your system but it will retur...
by bobbyjones
Fri May 25, 2018 12:06 am
Forum: Support and Development
Topic: Issues porting light_world.lua to 11.1 from 0.10.1
Replies: 2
Views: 223

Re: Issues porting light_world.lua to 11.1 from 0.10.1

This library works with 11.1. It currently has an issue with heightmaps but it is in active development. I tested it on my machine and it seems to work fine performance wise
by bobbyjones
Thu May 24, 2018 8:37 am
Forum: Games and Creations
Topic: Car Demo
Replies: 0
Views: 302

Car Demo

Using Box2d this tutorial and a random box2d debug draw I created a rudimentary car simulator. This will eventually become a prototype for a game I making, My goal is to make a game inspired from Initial D. I want to eventually add gears, clutch and rpm based speed. The current car can drive around ...
by bobbyjones
Sun May 20, 2018 9:50 am
Forum: Games and Creations
Topic: Cube Renderer
Replies: 10
Views: 1139

Re: Cube Renderer

4aiman wrote:
Sat May 19, 2018 7:55 am
Depth buffer not working on your computer I think.
by bobbyjones
Mon May 14, 2018 5:19 pm
Forum: Support and Development
Topic: Use Quad as Mesh Texture
Replies: 3
Views: 204

Re: Use Quad as Mesh Texture

With meshes you define the u,v for the vertices. Which is essentially the coordinates for a quad in the texture. You can then add multiple sets of coords to one mesh and cycle through them with setDrawRange. (I think anyways. I've never tried this.)