Search found 157 matches

by hasen
Sat Mar 03, 2018 1:29 pm
Forum: Support and Development
Topic: Why is this slow on mobile ? (with love file)
Replies: 9
Views: 5054

Why is this slow on mobile ? (with love file)

I'm wondering why this is slow on mobile even though it does not utilise any quads. It is high resolution and it's creating 124 items with no use of sprite batch but still, I'm only getting 34 fps on my iPad. Just wanted to check if this is normal or if there is something up in my code. If it's norm...
by hasen
Fri Mar 02, 2018 6:23 pm
Forum: Support and Development
Topic: Issue with Bump demos
Replies: 1
Views: 1503

Re: Issue with Bump demos

Ok I found what it is anyway, there seems to be a slight error in kongame in the platform entity. The filter should say other.t and not other.l function Platform:filter(other) if other.class.name == 'Player' and self.prevY >= other.l + other.h then return 'cross' end end Should be: function Platform...
by hasen
Fri Mar 02, 2018 1:43 pm
Forum: Support and Development
Topic: Issue with Bump demos
Replies: 1
Views: 1503

Issue with Bump demos

I had been playing around with the bump platforms and the kongame demo and I couldn't help noticing that kongame seems to have a bug with the platform movement that the platforms demo doesn't. When on the moving platforms, if you jump then sometimes the player falls through the platform. To reproduc...
by hasen
Fri Mar 02, 2018 1:40 pm
Forum: Support and Development
Topic: Scaling accuracy and spritebatches
Replies: 28
Views: 16230

Re: Scaling accuracy and spritebatches

zorg wrote: Fri Mar 02, 2018 9:36 am Okay, so fill an extra row and column with the same color pixels and not with (0,0,0,0), which is what transparent means.
Ok so 'bigger' tiles basically. :ultraglee:
by hasen
Fri Mar 02, 2018 8:43 am
Forum: Support and Development
Topic: Scaling accuracy and spritebatches
Replies: 28
Views: 16230

Re: Scaling accuracy and spritebatches

I did, but i meant it for tiles whose edges are completely "filled in", i.e. there isn't an at least 1px transparent border in the tile itself. I thought that was what you meant by "transparent and single-colour padding", that it was in the tile itself. Ok so purely square tiles...
by hasen
Thu Mar 01, 2018 11:00 am
Forum: Support and Development
Topic: Scaling accuracy and spritebatches
Replies: 28
Views: 16230

Re: Scaling accuracy and spritebatches

If all the pixels at the edges of your sprites are transparent, then the padding can also be transparent; Ok so purely square tiles for terrain would also be fine with transparent borders though right? usually the problem comes in when you use sprites that fill up the whole unit (ground tiles inste...
by hasen
Thu Mar 01, 2018 10:39 am
Forum: Support and Development
Topic: Scaling accuracy and spritebatches
Replies: 28
Views: 16230

Re: Scaling accuracy and spritebatches

zorg wrote: Thu Mar 01, 2018 10:19 am It fixes it, if you pad by repeating the last row/column, as others have said before.
I think I'm a bit confused. So tiles like this with padding would fix the issue?

https://opengameart.org/sites/default/f ... review.png

https://www.spriters-resource.com/resou ... /57759.png
by hasen
Thu Mar 01, 2018 10:16 am
Forum: Support and Development
Topic: Scaling accuracy and spritebatches
Replies: 28
Views: 16230

Re: Scaling accuracy and spritebatches

...on my end, Gamera gives me tons of godzilla stuff :P Also, the padding should be exactly there to fix that kind of bleeding, as well as the one resulting from movement too; at least i myself had that kind of issues before. But how does it fix the issue if the padding is white ie not the same col...
by hasen
Thu Mar 01, 2018 9:56 am
Forum: Support and Development
Topic: Scaling accuracy and spritebatches
Replies: 28
Views: 16230

Re: Scaling accuracy and spritebatches

If i'm not mistaken, transparent and single-colour padding doesn't help, since if/when the gpu will try to sample beyond the defined region of the sprite itself (usually due to UV coordinate sampling happening at texture edges, and not centers, therefore the GPU interpolating between two pixel colo...
by hasen
Thu Mar 01, 2018 9:52 am
Forum: Support and Development
Topic: Scaling accuracy and spritebatches
Replies: 28
Views: 16230

Re: Scaling accuracy and spritebatches

But the padding is normally transparent or one single colour (usually white), not the same colour as the tile...since the tiles are gonna be all different colours while the padding is all the same colour Making the border around each tile the same colors as the actual tile edges (i.e. repeating the...