What's everyone working on? (tigsource inspired)

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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zalander
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Re: What's everyone working on? (tigsource inspired)

Post by zalander »

I am just making a game that is about collecting buttons, just finished the save system

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astring = "pog"
print(astring)
--pog
tourgen
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Re: What's everyone working on? (tigsource inspired)

Post by tourgen »

stress testing and converting shaders - I'm new to Love

very impressed with it. no odd side-effects: everything seems to do what it says it does. I like that custom shaders are mostly straight, unmolested GLSL. I understand why top-left = 0,0 for libs like Love but I'm so used to opengl normalized coords that I always end up just using shims. also graphics.rectangle() and such no outputing tex coords is weird, but understandable too given all of the fun built-in stroke styles and such. and not difficult to solve using a varying.
gl.jpg
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procedural_gen_glsl.jpg
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pgimeno
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Re: What's everyone working on? (tigsource inspired)

Post by pgimeno »

Very nice images!

Sorry, not the best thread for discussion but...
tourgen wrote: Sat Mar 18, 2023 4:21 pmalso graphics.rectangle() and such no outputing tex coords is weird, but understandable too given all of the fun built-in stroke styles and such. and not difficult to solve using a varying.
Even easier to solve using a 1x1 px image which you can stretch to whatever size you want.

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local pixel = love.graphics.newImage(love.image.newImageData(1, 1, 'rgba8', '\255\255\255\255'))
...

love.graphics.draw(pixel, x, y, 0, xsize, ysize)
tourgen
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Re: What's everyone working on? (tigsource inspired)

Post by tourgen »

pgimeno wrote: Sat Mar 18, 2023 9:43 pm Even easier to solve using a 1x1 px image which you can stretch to whatever size you want.

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local pixel = love.graphics.newImage(love.image.newImageData(1, 1, 'rgba8', '\255\255\255\255'))
...

love.graphics.draw(pixel, x, y, 0, xsize, ysize)
Thank you so much! Will use.
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