Search found 1331 matches

by jjmafiae
Sun Apr 05, 2015 10:14 pm
Forum: LÖVE-Android
Topic: love-android-sdl2 (native, 0.9.2)
Replies: 324
Views: 194071

Re: love-android-sdl2 (native, 0.9.0)

Hi there. I'm kind of lost here. With this can I make normal games for android with ads and all that stuff they usually have? I'll start playing around with this when all the files from android SDK finish downloading (it's taking eons :P) no ads is not really possible to add in a good way, the best...
by jjmafiae
Sun Apr 05, 2015 4:35 pm
Forum: General
Topic: performance too LOW!
Replies: 27
Views: 8364

Re: performance too LOW!

Doctory wrote:dont optimize unless you really, really need it
but why? optimizing isn't that hard and it might pay off if one decides to the port the game to mobile devices with the unofficial ports of löve
by jjmafiae
Sun Apr 05, 2015 3:33 am
Forum: LÖVE-Android
Topic: love-android-sdl2 (native, 0.9.2)
Replies: 324
Views: 194071

Re: love-android-sdl2 (native, 0.9.0)

Hi there. I'm kind of lost here. With this can I make normal games for android with ads and all that stuff they usually have? I'll start playing around with this when all the files from android SDK finish downloading (it's taking eons :P) no ads is not really possible to add in a good way, the best...
by jjmafiae
Sat Apr 04, 2015 11:19 pm
Forum: General
Topic: Name suggestion
Replies: 5
Views: 1094

Re: Name suggestion

Skyline Horizon
by jjmafiae
Sat Apr 04, 2015 5:10 pm
Forum: General
Topic: performance too LOW!
Replies: 27
Views: 8364

Re: performance too LOW!

6. when checking FPS don't do as the wiki says: Wiki method: function love.draw() love.graphics.print("Current FPS: "..tostring(love.timer.getFPS( )), 10, 10) end Correct method: function love.update() FPS = love.timer.getFPS( ) end function love.draw() love.graphics.print("Current FPS: "..tostring...
by jjmafiae
Sat Apr 04, 2015 12:33 am
Forum: General
Topic: performance too LOW!
Replies: 27
Views: 8364

Re: performance too LOW!

Both of your snippets of code do essentially the same thing, performance-wise. love.timer.getFPS doesn't even do any calculations on its own, it just returns a variable, so it's one of the cheapest love functions to call. from my own testing my games ran faster after moving the love.timer.getFPS ch...
by jjmafiae
Fri Apr 03, 2015 10:06 pm
Forum: General
Topic: performance too LOW!
Replies: 27
Views: 8364

Re: performance too LOW!

(I know some of these tips do not apply in this case but I listed all my tips anyway :3 ) Performance tips: 1. only draw what's visible on screen (even if the the object isn't visible the GPU still process it, so do a check) 2. remove any unused object on screen 3. use LUA optimizations ( http://www...
by jjmafiae
Fri Apr 03, 2015 9:58 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1710
Views: 639703

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

Jasoco wrote:Just a nitpick but 60FPS YouTube is not just Chrome. People need to stop spreading that misinformation. It also works in Safari and has since the beginning. It even works in some versions of Firefox, but not all.

Anyway, nice start. Looking forward to seeing it develop.
what about Opera ?
by jjmafiae
Sun Mar 29, 2015 8:38 pm
Forum: General
Topic: Free Music / SFX Resource - Over 1900 Tracks
Replies: 294
Views: 172109

Re: Free Music Resource

Hello, would you be interested in doing some music for my game ? :D
by jjmafiae
Fri Mar 20, 2015 6:57 pm
Forum: General
Topic: Vulkan/OpenGL-Next the future of OpenGL and Games
Replies: 18
Views: 5120

Re: Vulkan/OpenGL-Next the future of OpenGL and Games

slime wrote:LÖVE 0.9 and below always uses desktop OpenGL, so it can't run on mobile devices that only support OpenGL ES (unless you use the GLES fork of love 0.9.2, which adds OpenGL ES support.)
so this is so that the mobile ports can easily be created right ?