Search found 80 matches

by alloyed
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...
by alloyed
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...
by alloyed
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...
by alloyed
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...
by alloyed
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...
by alloyed
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...
by alloyed
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...
by alloyed
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 ...
by alloyed
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...
by alloyed
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.