Search found 5 matches
- Sat May 18, 2013 3:30 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 370346
Re: Löve Frames - A GUI Library
First of all, thank you! this is excellent. I'm looking for a way to differentiate between clicks that happen on any widget including frames, from those that happen outside. The idea is to have a level editor that can select and manipulate objects with the mouse by clicking on them, plus some widge...
- Sat May 18, 2013 3:01 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 370346
Re: Löve Frames - A GUI Library
First of all, thank you! this is excellent. I'm looking for a way to differentiate between clicks that happen on any widget including frames, from those that happen outside. The idea is to have a level editor that can select and manipulate objects with the mouse by clicking on them, plus some widget...
- Wed May 08, 2013 5:59 pm
- Forum: Support and Development
- Topic: Decals methods?
- Replies: 4
- Views: 2600
Re: Decals methods?
Thanks, these made a lot of sense. I ended up with using one canvas per object, to which I render the splatter textures with the object's draw method itself as a stencil. As this happens only on collisions and shouldn't happen on many objects at once, it's not causing any problems performance-wise s...
- Mon May 06, 2013 9:23 pm
- Forum: Support and Development
- Topic: Decals methods?
- Replies: 4
- Views: 2600
Decals methods?
I'm having some difficulty trying to think of a way to do decals on objects that are rendered as polygonal shapes.. Just keeping a table of extra images to be rendered with the object doesn't seem right, the decals would go past the object shape. Basically I want the decal to be somehow cut to whate...
- Fri May 03, 2013 12:42 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1799
- Views: 1634745
Re: What's everyone working on? (tigsource inspired)
Hi, I'm new =D
Currently trying to make a platformer entirely with physics. Controls, attacks, damage, everything.
It's been done repeatedly, but ohwell..
PS: love is awesome \o/.. Having played with pygame/pyopengl and stuff I can't believe the performance I'm getting ...
Currently trying to make a platformer entirely with physics. Controls, attacks, damage, everything.
It's been done repeatedly, but ohwell..
PS: love is awesome \o/.. Having played with pygame/pyopengl and stuff I can't believe the performance I'm getting ...