Search found 3487 matches

by Jasoco
Mon Apr 24, 2017 2:27 am
Forum: Support and Development
Topic: Font scaling?
Replies: 7
Views: 1686

Re: Font scaling?

Look into love.graphics.push(), scale(), translate(), rotate() and pop() on the Wiki.
by Jasoco
Thu Apr 13, 2017 2:46 am
Forum: Libraries and Tools
Topic: [LIKO-12 V1.0.0] An open-source fantasy computer made in LÖVE
Replies: 100
Views: 31606

Re: [LIKO-12 V0.0.5 PRE] An open-source pico-8-inspired game dev environment for love2d

Yeah, that's exactly why PICO-8 uses all caps for the visual end of things. It's just easier to read. Note however, the actual code is all lowercase for obvious reasons. Save a PICO-8 project to a text file and open it in an editor. It's all lowercase because Lua functions are lowercase and it just ...
by Jasoco
Tue Apr 11, 2017 1:10 pm
Forum: Support and Development
Topic: Wrap images around game window
Replies: 20
Views: 3298

Re: Wrap images around game window

You'll have to draw the image twice. Once at each edge.
by Jasoco
Sun Apr 09, 2017 3:08 am
Forum: Libraries and Tools
Topic: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]
Replies: 67
Views: 25949

Re: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]

Yeah, I definitely need to use your loop. Mine is so old school. And with it doing the horizontal and vertical walls separately, it makes it a lot harder to implement other stuff. I'll see what I can do. It shouldn't be too hard. Maybe. Edit: Yeah it's a bit harder than I thought. You have a lot of ...
by Jasoco
Fri Apr 07, 2017 6:52 pm
Forum: Libraries and Tools
Topic: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]
Replies: 67
Views: 25949

Re: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]

I tried it last night. With the way I do it (The dual checks against horizontal and vertical walls separately) it's not going to work the way I thought. I might need to just borrow your method and modify it to work with my code. Did you create yours from scratch or use another source initially? Beca...
by Jasoco
Fri Apr 07, 2017 5:26 am
Forum: Support and Development
Topic: 3D Backgrounds for Touhou-like Bullet Hell Shmup
Replies: 11
Views: 2797

Re: 3D Backgrounds for Touhou-like Bullet Hell Shmup

The way I do it it's possible. Which is to dump all the relevant arguments into a table, sort the table, and draw the objects using that information.

Are you just saying that things like circles, rectangles and images will just have a third Z parameter?
by Jasoco
Fri Apr 07, 2017 1:47 am
Forum: Support and Development
Topic: 3D Backgrounds for Touhou-like Bullet Hell Shmup
Replies: 11
Views: 2797

Re: 3D Backgrounds for Touhou-like Bullet Hell Shmup

What do you mean? Is Löve supposed to be getting that? Because how would that even work?
by Jasoco
Thu Apr 06, 2017 7:15 pm
Forum: Support and Development
Topic: 3D Backgrounds for Touhou-like Bullet Hell Shmup
Replies: 11
Views: 2797

Re: 3D Backgrounds for Touhou-like Bullet Hell Shmup

Hi. I'm the author of the three projects posted above. Yeah, 3D is fun to do in Löve but it does take work and is very limited. You need to understand how 3D is done first. In my actual 3D projects, you need two things. Point locations and triangle locations. The points are locations in 3D space, i....
by Jasoco
Thu Apr 06, 2017 7:05 pm
Forum: Libraries and Tools
Topic: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]
Replies: 67
Views: 25949

Re: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]

If you have a better way of doing the raycasting loop, let me know. The one I have is also a relic of the original converted code I got from another member long ago. It was originally a JavaScript engine. I don't know why it goes through twice. It seems if I disable one, then it only renders opposit...
by Jasoco
Thu Apr 06, 2017 4:00 pm
Forum: Libraries and Tools
Topic: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]
Replies: 67
Views: 25949

Re: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]

Success! It worked! One problem solved. I knew it was a "correction" problem I just couldn't figure out how to properly do it. For the record, no I don't render sprites column by column like you do. I didn't feel it really necessary and never thought of it. I saw you do it in your code and wonder if...