Search found 27 matches

by pevzi
Wed Mar 30, 2016 3:19 pm
Forum: Ports
Topic: Love.js - A Direct Emscripten Port
Replies: 224
Views: 517862

Re: Love.js - A Direct Emscripten Port

That's interesting. Here's what it looks like in both Chrome and Firefox when using Intel GPU:
smoke_wrong.png
smoke_wrong.png (3.45 KiB) Viewed 6356 times
But it works fine when I run the browser with a discrete NVIDIA GPU.
I use Windows 10 x64 with the latest 64-bit Chrome and Firefox.
by pevzi
Wed Mar 30, 2016 3:03 pm
Forum: Ports
Topic: Love.js - A Direct Emscripten Port
Replies: 224
Views: 517862

Re: Love.js - A Direct Emscripten Port

There seems to be a problem with ParticleSystem drawn to a canvas. It is rendered correctly when drawn directly to the screen but when I try to render it to a canvas and then draw the canvas to the screen, it looks nothing like intended. Here's an online example and here's the source code for it.
by pevzi
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)
mario_jump.gif
mario_jump.gif (78.28 KiB) Viewed 3967 times
zelda.gif
zelda.gif (69.49 KiB) Viewed 3967 times
by pevzi
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?
by pevzi
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 ...
by pevzi
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.
by pevzi
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...
by pevzi
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...
by pevzi
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.
by pevzi
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...