That's interesting. Here's what it looks like in both Chrome and Firefox when using Intel GPU:
I use Windows 10 x64 with the latest 64-bit Chrome and Firefox.
But it works fine when I run the browser with a discrete NVIDIA GPU.Search found 27 matches
- Wed Mar 30, 2016 3:19 pm
- Forum: Ports
- Topic: Love.js - A Direct Emscripten Port
- Replies: 224
- Views: 517862
- Wed Mar 30, 2016 3:03 pm
- Forum: Ports
- Topic: Love.js - A Direct Emscripten Port
- Replies: 224
- Views: 517862
- Thu Mar 24, 2016 9:43 am
- Forum: Libraries and Tools
- Topic: [library] bump.lua v3.1.4 - Collision Detection
- Replies: 227
- Views: 124245
Re: [library] bump.lua v3.1.4 - Collision Detection
Characters in some games skirt around an obstacle when trying to butt against its edge. Any ideas how to implement this behavior with bump?
(don't mind the artifacts)
(don't mind the artifacts)
- Sat Mar 05, 2016 6:10 am
- Forum: Libraries and Tools
- Topic: Middleclass 4.x Object-Orientation for Lua
- Replies: 21
- Views: 22082
Re: [Lib] Middleclass 4.0.0. Object-Orientation for Lua
It's nice to see a new concise implementation of the same great functionality.
Just to be sure: does Stateful work correctly with the new version?
Just to be sure: does Stateful work correctly with the new version?
- Mon Feb 29, 2016 4:55 pm
- Forum: Games and Creations
- Topic: Energize! - A Snake Inspired Puzzle Game
- Replies: 15
- Views: 15474
Re: Energize! - A Snake Inspired Puzzle Game
That's a lovely little puzzle, pretty well-designed from a gameplay standpoint and the visuals are smooth too. I think that it actually has a huge potential for becoming a bigger game with more levels as there are plenty of gameplay elements to use. However, here are some of my complaints. I didn't ...
- Fri Jan 22, 2016 8:48 am
- Forum: Libraries and Tools
- Topic: [Lib] SUIT - Simple User Interface Toolkit
- Replies: 81
- Views: 89544
Re: [Lib] SUIT - Simple User Interface Toolkit
A really nice and clean library.
I think it would be useful if the field which is to be used by a widget to store its value was selectable instead of hardcoded to "text" or "value". It could be used to make quick debugging GUIs to adjust objects' properties in runtime.
I think it would be useful if the field which is to be used by a widget to store its value was selectable instead of hardcoded to "text" or "value". It could be used to make quick debugging GUIs to adjust objects' properties in runtime.
- Wed Jul 15, 2015 4:06 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 739697
Re: Simple Tiled Implementation - STI v0.9.8
Tile object probably shouldn't have an outline, eh? Yeah, I guess? I'd simply put a check for gid property before drawing a shape, like this: for _, object in ipairs(layer.objects) do if not object.gid then -- here if object.shape == "rectangle" then drawShape(object.rectangle, "rect...
- Sat Jul 04, 2015 7:03 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 739697
Re: Simple Tiled Implementation - STI v0.9.8
Hello, it's me again. Running my game under ProFi I've noticed that STI spends too much time in drawObjectLayer method. I've found out that it draws (or at least tries to draw) rectangular shapes even for tile objects which normally have their width and height set to 0. This results in nothing being...
- Wed Feb 04, 2015 4:14 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 739697
Re: Simple Tiled Implementation - STI v0.9.7
User-defined properties are stored in object.properties for objects or tile.properties for tiles so you should do something like a:getUserData().object.properties.type instead. But I'm not sure what's wrong with that object field. Hard to tell without seeing the entire code.
- Sun Feb 01, 2015 5:22 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 739697
Re: Simple Tiled Implementation - STI v0.9.6
Here's another couple of suggestions. 1. I still think that it would be really convenient to have access to tile/object properties within collision callbacks. In my opinion it makes it easier to implement a lot of things related to player-environment interaction (e.g. using doors, taking damage from...