Search found 197 matches

by KayleMaster
Thu Feb 14, 2019 6:17 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1676
Views: 370490

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

That's the prettiest pong that you can make in two colors I've ever seen
by KayleMaster
Thu Jan 31, 2019 8:49 pm
Forum: Libraries and Tools
Topic: Crude Island Generator (11.2)
Replies: 2
Views: 504

Re: Crude Island Generator (11.2)

You almost got it ! I ran it at first, and it seemed ok,but as I generated more islands, they all looked the same to me, just minor variations. So I seeded the noise with three values that are randomised everytime you press G, the results are much better now. function noise(posX,posY) -- and added t...
by KayleMaster
Thu Jan 31, 2019 8:10 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1676
Views: 370490

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

Nelvin wrote:
Thu Jan 31, 2019 8:50 am
hanging around in the back of your mind forever.
:cry:
I'll try.
by KayleMaster
Thu Jan 31, 2019 8:06 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1676
Views: 370490

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....
by KayleMaster
Wed Jan 23, 2019 4:17 pm
Forum: Games and Creations
Topic: "Greek War"
Replies: 5
Views: 1241

Re: "Greek War"

Make the main guy have a bow and animate it. Look into the library anim8 for animations. Make a death animation for the other guys. Ability to restart game (that's a hard one!).
by KayleMaster
Thu Nov 29, 2018 8:03 am
Forum: Support and Development
Topic: Much slower fill rate in 11.x vs 10.2
Replies: 10
Views: 1474

Re: Much slower fill rate in 11.x vs 10.2

I tried the same test, and although I didn't get much of a performance difference (it was nearly the same actually), love 11 uses OpenGL 3.3, while 10.2 uses 4.6. What's the reasoning of this? Why does Love 11 use a lower version of OpenGL by default? I mean, I know you said "in love 11 with a syste...
by KayleMaster
Thu Jul 19, 2018 7:44 am
Forum: Support and Development
Topic: 512 FPS?
Replies: 7
Views: 784

Re: 512 FPS?

There is a sleep function called in love.run to cap the fps to 512. Try using your own love.run and remove the love.timer.sleep

https://love2d.org/wiki/love.run
by KayleMaster
Fri Jun 29, 2018 8:21 am
Forum: Support and Development
Topic: Coloring sprites with a per-vertex attribute in a spritebatch
Replies: 2
Views: 362

Re: Coloring sprites with a per-vertex attribute in a spritebatch

That's great. But I have no idea how to uses meshes or shaders. I have no idea how to code this.
by KayleMaster
Fri Jun 29, 2018 7:33 am
Forum: Support and Development
Topic: Coloring sprites with a per-vertex attribute in a spritebatch
Replies: 2
Views: 362

Coloring sprites with a per-vertex attribute in a spritebatch

Let's say I have swordy1, he's wearing blue. He's in a spritebatch. If I attach a per vertex attribute to color his clothes from blue to orange, will swordy2 also have orange clothes (same spritebatch)? Can I attach different attributes for the shader to use on different instances of swordy unit, ba...