Search found 27 matches
- Mon Oct 24, 2016 10:34 am
- Forum: Libraries and Tools
- Topic: Baton - yet another input library
- Replies: 27
- Views: 27044
Re: Baton - yet another input library
Or, if you see a way to make it more efficient, feel free to make a PR. Wow, it turned out harder than I had imagined. Every solution I've managed to come up with suffers from subtle yet unacceptable problems. If I ever think of a reasonable way to change this I'll let you know. Sorry for bothering...
- Wed Oct 19, 2016 3:55 pm
- Forum: Libraries and Tools
- Topic: Baton - yet another input library
- Replies: 27
- Views: 27044
Re: Baton - yet another input library
It's mostly for cosmetic things, like if you need to display different instructions for the keyboard or gamepad. OK I see but the additional loop seems kind of redundant to me. Maybe it'd make more sense to track the last used device in _updateControls itself. That's what getRaw is for right now; y...
- Sat Oct 15, 2016 10:54 am
- Forum: Libraries and Tools
- Topic: Corope - Lua Threading Library
- Replies: 4
- Views: 6964
Re: Corope - Lua Threading Library
I was just thinking recently about making a similar library. I love the non-blocking tween method but the tween API itself could be better imo. Any other tween lib allows you to change several fields of an object at once, which is really useful for tweening object position or color. On a side note, ...
- Sat Oct 15, 2016 9:58 am
- Forum: Libraries and Tools
- Topic: Baton - yet another input library
- Replies: 27
- Views: 27044
Re: Baton - yet another input library
The API is nice, I don't think it can get simpler than that. But there are some things I'm concerned about. 1. What is the idea behind _getActiveDevice? Is it used to avoid source queries for a device that isn't used? 2. This one can be difficult to fix given the approach taken by the library but th...
- Thu Apr 21, 2016 8:56 am
- Forum: Support and Development
- Topic: LOVE not responding to Hardon Collider's addSomeShape command.
- Replies: 3
- Views: 3026
Re: LOVE not responding to Hardon Collider's addSomeShape command.
This is not the first time someone stumbles upon the dated docs for HC and becomes confused. vrld should probably put a stub at http://vrld.github.io/HardonCollider/ and redirect to the actual docs.
- Sun Apr 03, 2016 3:40 pm
- Forum: Ports
- Topic: Love.js - A Direct Emscripten Port
- Replies: 224
- Views: 628711
Re: Love.js - A Direct Emscripten Port
That sounds like a graphics driver bug. I thought so too but I've just asked my friend who uses AMD GPU to test this and it looks like this for him as well. :roll: Which Intel GPU do you have? Are you using the most recent possible graphics driver version for it? Intel HD Graphics 4600 and yes, I h...
- Sun Apr 03, 2016 1:54 pm
- Forum: Ports
- Topic: Love.js - A Direct Emscripten Port
- Replies: 224
- Views: 628711
Re: Love.js - A Direct Emscripten Port
See the notice near the top of the Canvas wiki page. tl;dr: use love.graphics.setBlendMode("alpha", "premultiplied") when drawing the Canvas to the screen Oh. Totally missed this one, thanks. It fixes the issue with the canvas being drawn darker but it still doesn't work for me ...
- Sun Apr 03, 2016 6:05 am
- Forum: Ports
- Topic: Love.js - A Direct Emscripten Port
- Replies: 224
- Views: 628711
Re: Love.js - A Direct Emscripten Port
It looks fine here; Linux x64, Firefox (latest), Intel GPU (up to date drivers). Just noticed that the left one looks a little bit darker here. However, the interesting thing is that the same is true for native LÖVE as well. Here's what I get on a Macbook Pro with Intel Iris GPU Haha, that's cool i...
- Wed Mar 30, 2016 3:48 pm
- Forum: Libraries and Tools
- Topic: [library] bump.lua v3.1.4 - Collision Detection
- Replies: 227
- Views: 133199
Re: [library] bump.lua v3.1.4 - Collision Detection
Sorry for the lack of response from me and thanks for your suggestions. I've considered something like pgimeno's solution but using querySegment instead of queryRect (didn't try it yet but it seems possible in my mind at least). I thought maybe I was missing some really simple and concise solution b...
- Wed Mar 30, 2016 3:26 pm
- Forum: General
- Topic: Using coroutines to create an RPG dialogue system
- Replies: 18
- Views: 15292
Re: Using coroutines to create an RPG dialogue system
I used a similar approach in my game to implement a dialogue system (was somewhat inspired by airstruck's aforementioned library by the way). Coroutines are really well-suited for this kind of task. PS: if you happen to be interested, the game is not really finished yet, I'm planning to expand it an...