Search found 80 matches
- Thu Apr 13, 2017 4:32 am
- Forum: Libraries and Tools
- Topic: parseimg - parses images
- Replies: 3
- Views: 3520
Re: parseimg - parses images
It's basically the center of the circle, rounded to the closest pixel. The cases where they aren't centered is because the center is actually in between two pixels, and the algorithm will actually give you the fractional position if you want it, for example {x = 2.5, y = 2.5, r = 3.5}, but usually I...
- Tue Apr 11, 2017 6:27 am
- Forum: Libraries and Tools
- Topic: parseimg - parses images
- Replies: 3
- Views: 3520
parseimg - parses images
parseimg is a small utility library for turning raster ImageData into higher-level shapes, which can be useful for visually defining game data without having to hardcode and tweak numbers inside a text editor, or having to write your own game editor. The algorithms here have been sitting in differen...
- Tue Apr 11, 2017 6:26 am
- Forum: Libraries and Tools
- Topic: ImGui LÖVE module
- Replies: 169
- Views: 238239
Re: ImGui LÖVE module
Hi! Im trying to build Imgui for Ubuntu 14.04 LTS, but Im having some difficulty. imgui.png Any idea on what I'm doing wrong? because love-imgui is only usable from within the love environment I added that dependency to make sure it didn't accidentally leak into your system's lua. you can install i...
- Sat Apr 08, 2017 5:22 pm
- Forum: Support and Development
- Topic: [SOLVED] Dynamic camera scaling dependent on resolution?
- Replies: 3
- Views: 2731
Re: Dynamic camera scaling dependent on resolution?
Here's how I do it. I also usually do letterboxing but that's an extra step I'll just drop for now. Side thing: if you're making a horizontal platformer, maybe you'd prefer to only ever use scale_x, so that the distance between the player and the edge of the screen is fixed and same deal for a verti...
- Fri Mar 10, 2017 6:29 pm
- Forum: Ports
- Topic: LÖVE for the Switch
- Replies: 47
- Views: 194658
Re: LÖVE for the Switch
It may be easier though for game developers to port their games to the aforementioned consoles by porting LÖVE to use Nintendo's SDK, but they will have to do it on their own and won't be able to share that development publicly (much less as open source) Depends on what you mean by share, I'd guess...
- Wed Mar 08, 2017 5:08 pm
- Forum: Support and Development
- Topic: What is the love dbg package for, exactly?
- Replies: 1
- Views: 1971
Re: What is the love dbg package for, exactly?
I'm assuming you're using ubuntu/debian. The dbg package hold "debug symbols", which will make your game easier to debug if the engine crashes. Normal errors caused by your game shouldn't need this, so most of the time the dbg package isn't necessary. Ubuntu docs on the subject: https://wi...
- Thu Mar 02, 2017 2:13 pm
- Forum: Libraries and Tools
- Topic: ImGui LÖVE module
- Replies: 169
- Views: 238239
Re: ImGui LÖVE module
Hmm have you tried the classic imgui.SetNextWindowSize to try to control its size? As not being official, the dock support seems quite limited, not sure it was a good idea to include it... If I would need to create on a new editor with imgui, I would probably go for something like that: I just trie...
- Tue Feb 28, 2017 7:51 pm
- Forum: Libraries and Tools
- Topic: ImGui LÖVE module
- Replies: 169
- Views: 238239
Re: ImGui LÖVE module
So I'm having a good time with imgui so far, but I'm having some issues with the docks: namely that I can't find a way to set the default ratios between each dock pane. This is what my editor looks like when I boot it up: 2017-02-28-144657_800x600_scrot.png the main view, the editor, only takes 1/4 ...
- Mon Feb 20, 2017 3:46 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1489443
Re: What's everyone working on? (tigsource inspired)
So I'm working on a new animation tool, inspired by a bunch of twitter gifs and this talk by bret victor in particular. I would call it "performative" animation: instead of making keyframes and doing a bunch of tweaking to get the timing and motion just right, you just perform the motion y...
- Sun Feb 12, 2017 1:02 am
- Forum: Support and Development
- Topic: Mouse vs. Touch vs. Pen Input
- Replies: 7
- Views: 4646
Re: Mouse vs. Touch vs. Pen Input
I'm also interested, but I don't have the hardware to directly test it.
Worth noting, the existing love.touch API supports pressure levels.
Worth noting, the existing love.touch API supports pressure levels.