Search found 72 matches

by Evine
Tue Sep 13, 2016 1:22 pm
Forum: Support and Development
Topic: [SOLVED] Databases / Dealing with lots of data
Replies: 21
Views: 3854

Re: Databases / Dealing with lots of data

Well 3.2k is not that many and you can simply load them all to a single table, using card name as key and table describing the card as value. As opposed to only loading the necessary data once it's needed and discarding it once it's no longer needed. This. Even if you have a massive amount of prope...
by Evine
Sat May 21, 2016 10:18 pm
Forum: Libraries and Tools
Topic: [library] Artal, work directly with .PSD files.
Replies: 11
Views: 2490

Re: [library] Artal, work directly with .PSD files.

Neat, I looked through it a little and it looks nice. :D And I'll make sure to push it with unix line ending in the future.
by Evine
Sat May 21, 2016 5:03 pm
Forum: Libraries and Tools
Topic: [library] Artal, work directly with .PSD files.
Replies: 11
Views: 2490

Re: [library] Artal, work directly with .PSD files.

ink and inkName methods save values on call when they could just return them. Yup, the reason it became like that was that I wanted to make sure I didn't override previously set variables. But that might have been better achieved by doing some meta-table magic. Why it is one huge procedural chunk w...
by Evine
Sat May 21, 2016 6:35 am
Forum: Libraries and Tools
Topic: [library] Artal, work directly with .PSD files.
Replies: 11
Views: 2490

Re: [library] Artal, work directly with .PSD files.

Glad to see it being used, and thanks for the feedback. :) At this point I'm completely blind to what makes sense or not in the documentation as I've simply worked with PSD files to much. So if there's anything you're curious about PSD files in general / my implementation feel free to ask in here. T...
by Evine
Sun Mar 27, 2016 8:59 pm
Forum: Libraries and Tools
Topic: [library] Artal, work directly with .PSD files.
Replies: 11
Views: 2490

[library] Artal, work directly with .PSD files.

Loading .PSD files into LÖVE. Something that should be a simple problem solved in all game engines. Now I've fixed that though and as far as I'm aware, LÖVE is now the first open-source game engine that is capable of loading .PSD files directly. :awesome: The library only uses pure LuaJit, No extern...
by Evine
Sun Mar 20, 2016 1:41 am
Forum: Support and Development
Topic: Shader tile
Replies: 4
Views: 705

Re: Shader tile

Fixed it I think. In the shader you used the "screen_coords" while you should use "texture_coords". ;) function shadwo_update() for x = begx, endx do --math.floor((player.x)/32)+player.focus for y = begy, endy do if (x > begx and y > begy) and (x < endx and y < endy) then if map[x][y] == 1 then dark...
by Evine
Thu Feb 18, 2016 6:58 pm
Forum: Support and Development
Topic: Particles optimization
Replies: 12
Views: 1641

Re: Particles optimization

You might be able to get away with just using love.graphics.points(). So look if that suits your needs. Otherwise look into spritebatches. The process of spritebatches would go something like this. -- Draw the various sizes of love.graphics.circle() you want to a canvas. love.graphics.newCanvas() --...
by Evine
Sat Feb 13, 2016 6:02 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 143994

Re: "Questions that don't deserve their own thread" thread

Ah now I see the mistake you made. When you're using shaders the color that is set with love.graphics.setColor() and the pixel color of an image is two different arguments passed into the shader. "vec4 color" being the love.graphics.setColor() color and "Image texture" being the image pixels. Becaus...
by Evine
Sat Feb 13, 2016 2:47 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 143994

Re: "Questions that don't deserve their own thread" thread

Something like this might work: vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) { vec4 pixel = Texel(texture, texture_coords); if (pixel.a > 0.0) { if (pixel.r > (254.5/255.0) || pixel.g > (254.5/255.0) || pixel.b > (254.5/255.0)) return vec4(85.0/255.0, 1.0, 1.0, 1.0...
by Evine
Fri Nov 20, 2015 9:56 pm
Forum: Support and Development
Topic: [Question] How do i implement Edge Scrolling?
Replies: 4
Views: 740

Re: [Question] How do i implement Edge Scrolling?

"Drags some code out of an old project" if love.mouse.getX() < 150 then yourValueX = yourValueX - dt * (150-love.mouse.getX()) * 5 end if love.mouse.getX() > love.graphics.getWidth() - 150 then yourValueX = yourValueX + dt * (love.mouse.getX() - (love.graphics.getWidth()-150)) * 5 end Now this is pi...