Search found 20 matches

by shru
Tue Sep 25, 2018 2:51 pm
Forum: Support and Development
Topic: How to treat analog movement as a button press?
Replies: 2
Views: 260

Re: How to treat analog movement as a button press?

I'll point out that there are various input libraries which can handle analog inputs this way, in addition to solving other common input issues. I'd take a look at baton and maybe even my own otokonokontroller.
by shru
Fri Jul 20, 2018 7:33 am
Forum: General
Topic: How can I store cool levels and sweet resources cozily
Replies: 6
Views: 931

Re: How can I store cool levels and sweet resources cozily

I personally think it's well worth the effort of writing an in-engine level editor. Specifically, the editor should operate by letting you place and manipulate entities inside a frozen game instance. Then, your level editor's format should ideally be the result of looping through each game entity an...
by shru
Wed Jun 27, 2018 8:08 pm
Forum: General
Topic: Need ideeas for a game!
Replies: 31
Views: 5688

Re: Need ideeas for a game!

i think the best way to make a game is to focus on the USSR and then put the story according to what is most conducive towards inspiring immediate global proletariat revolution.
by shru
Wed Apr 11, 2018 10:46 pm
Forum: General
Topic: LÖVE 11.0 released!
Replies: 98
Views: 20844

Re: LÖVE 11.0 released!

pgimeno wrote:
Tue Apr 10, 2018 2:33 pm
Shaders are running all the time, therefore using a shader should be computationally cheaper than drawing the sprite multiple times.

This is an approach you can try:

-- snip --
Just wanted to take the time to thank you for the example code.
by shru
Tue Apr 10, 2018 7:18 am
Forum: General
Topic: LÖVE 11.0 released!
Replies: 98
Views: 20844

Re: LÖVE 11.0 released!

Indeed the behavior my project relies on was against spec, and in 11.0 requires a pixel shader (or one of the floating point pixel formats but no idea how widely supported they are). I was also able to recreate the effect by drawing a given sprite additional time(s) after calling `love.graphics.set...
by shru
Mon Apr 09, 2018 6:11 pm
Forum: General
Topic: LÖVE 11.0 released!
Replies: 98
Views: 20844

Re: LÖVE 11.0 released!

I noticed color values when drawing sprites are now clamped to the min and max ranges. In the attached test, the sprite pulses pink in 0.10.2 but not 11.0. But I also noticed that the color values when drawing shapes are clamped in both versions, to 0-255 and 0-1 respectively. So is this new sprite...
by shru
Sat Mar 10, 2018 5:26 am
Forum: General
Topic: LOVE users map
Replies: 182
Views: 34777

Re: LOVE users map

Please mark me down at Lake Vostok, Antarctica.
by shru
Tue Oct 03, 2017 9:54 pm
Forum: General
Topic: How can i upload my game on steam?
Replies: 3
Views: 900

Re: How can i upload my game on steam?

https://github.com/SeStudio/steamworks-lua-integration This is probably relevant to your interests.
by shru
Mon Sep 18, 2017 5:36 pm
Forum: General
Topic: Slack channel
Replies: 1
Views: 486

Re: Slack channel

There's already an established Love2d Discord community, I recommend joining that if you're interesting in chatting about love2d in particular. https://discord.gg/rhUets9
by shru
Sun Aug 13, 2017 5:40 am
Forum: General
Topic: Try out my course: Lua Programming and Game Development with LÖVE
Replies: 4
Views: 1880

Re: Try out my course: Lua Programming and Game Development with LÖVE

Nice, thanks for making this! I'll definitely point anyone who I know who is curious about Love2d in your direction. Putting myself in the shoes of someone who doesn't already know Love2d quite well, something I'd be interested in seeing amongst the "free sample videos" is a lesson more towards the ...