Search found 124 matches
- Sun Feb 24, 2019 9:27 am
- Forum: Libraries and Tools
- Topic: Luven - Minimalist light engine
- Replies: 29
- Views: 53231
Re: Luven - Minimalist light engine
The biggest optimization for the canvas approach is a lower resolution canvas for the lightmap - it's probably rendered over the final display using filtering anyway, so you may get away with way lower resolutions than your actual display, saving huge amounts of bandwidth on the GPU.
- Tue Feb 05, 2019 2:28 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1796
- Views: 1568916
Re: What's everyone working on? (tigsource inspired)
Here's a screen from our game with a less zoomed out view
- Thu Jan 31, 2019 8:50 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1796
- Views: 1568916
Re: What's everyone working on? (tigsource inspired)
This. is. amazing! :o I'm sooo jealous right now! The art looks great, the UI is amazingly well done. This actually motivates me a lot to continue working on Stone Kingdoms . You need some competition after all :awesome: Thanks - I'll forward this to my teammate and artist. I remember your project ...
- Thu Jan 31, 2019 7:31 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1796
- Views: 1568916
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.c...
- Fri Jan 11, 2019 8:28 pm
- Forum: General
- Topic: Scroll Bar Going Too Far
- Replies: 6
- Views: 6209
Re: Scroll Bar Going Too Far
In addition to what zorg mentioned, the reason I've added it to the calculation is, it makes the first move half the size of what's generally required to scroll the list by one element and the same for the last one. Without it, the last element will only appear at the very last possible scrollbar po...
- Fri Jan 11, 2019 7:59 am
- Forum: General
- Topic: Scroll Bar Going Too Far
- Replies: 6
- Views: 6209
Re: Scroll Bar Going Too Far
You missed to subtract the visible words in your calculation function love.load() -- Load font fontSize = 48 font = love.graphics.newFont("calibri.ttf",fontSize) love.graphics.setFont(font) wordList = {"A","B","C","D","E","F",&quo...
- Tue Jan 08, 2019 10:04 am
- Forum: Support and Development
- Topic: easier way to ignore DPI on android?
- Replies: 15
- Views: 17757
Re: easier way to ignore DPI on android?
Is there no way to implement (in future Löve version) an option to globally set a DPI scale? That would, IMO, be good enough for those who care - that would include me, as I, in general, like to have control over what my code does as much as possible. That does not mean I don't use and like to benef...
- Sun Jan 06, 2019 5:09 pm
- Forum: Games and Creations
- Topic: Collisions on Google Play
- Replies: 7
- Views: 9570
Re: Collisions on Google Play
Gave it a try ... works pretty good even on my lowspec Android 5 tablet
- Sun Jan 06, 2019 9:08 am
- Forum: Support and Development
- Topic: easier way to ignore DPI on android?
- Replies: 15
- Views: 17757
Re: easier way to ignore DPI on android?
Just redefine the newCanvas function to fit your needs (you may add a OS check for Android or whatever else you need) do local originalNewCanvas = love.graphics.newCanvas love.graphics.newCanvas = function( width, height ) return originalNewCanvas( width, height, { dpiscale = 1 } ) end end
- Tue Jan 01, 2019 2:00 pm
- Forum: Support and Development
- Topic: Array problem
- Replies: 4
- Views: 3581
Re: Array problem
I see ... if I understand your code correctly it probably is because you move the symbols y position by the value of GameSpeed and at some point reset this position by subtracting 5*GameSizeY which results in different stopped y positions if 5*GameSizeY is not an exact multiple of GameSpeed. You cou...