Search found 22 matches
- Tue Jul 02, 2013 10:24 am
- Forum: General
- Topic: File Access gone wrong
- Replies: 11
- Views: 7806
Re: File Access gone wrong
It's impossible to use IO instead of love.filesystem?
- Mon Jul 01, 2013 5:58 pm
- Forum: A Whiff of Steam
- Topic: [Member request]Desert Island
- Replies: 3
- Views: 64824
Re: [Member request]Desert Island
I will see the sources to see if i can edit it, i loved your ideia, just didn't liked the graphic style proposed, but i'm not an graphic artist... =|
But a logo is easy to do, see my fast edit and say if you like...
But a logo is easy to do, see my fast edit and say if you like...
- Mon Jul 01, 2013 1:30 pm
- Forum: A Whiff of Steam
- Topic: [Member request]Desert Island
- Replies: 3
- Views: 64824
Re: [Member request]Desert Island
This 8-bits vibe is horrible...(maybe isn't even 8-bits vibe.... err... atari vibe?)
- Fri Jun 28, 2013 6:51 am
- Forum: Support and Development
- Topic: how to update draw when move without creating new quads?
- Replies: 6
- Views: 4686
Re: how to update draw when move without creating new quads?
I noticed an error in your code (unrelated to your original question): If you want the config-file to work you need to name it conf.lua. You don't need to require it then. Also you don't need a copy of the mirrored images. You can flip an image by using -1 as the y-scale: love.graphics.draw(image,x...
- Thu Jun 27, 2013 6:45 pm
- Forum: General
- Topic: Testing the new things in 0.9.0
- Replies: 40
- Views: 14778
Re: Testing the new things in 0.9.0
To be honest i didn't liked the removal of setColorMode and Quads, i guess the new way is kinda less dynamic... But IDK, i'm new to this engine, i'm probably wrong... But the fix'd issues list is great!
- Thu Jun 27, 2013 12:29 pm
- Forum: Support and Development
- Topic: how to update draw when move without creating new quads?
- Replies: 6
- Views: 4686
Re: how to update draw when move without creating new quads?
Sure, i didn't uploaded it again because i only changed the main.lua and the others files are in the first post.
- Thu Jun 27, 2013 7:54 am
- Forum: Support and Development
- Topic: how to update draw when move without creating new quads?
- Replies: 6
- Views: 4686
Re: how to update draw when move without creating new quads?
What do you mean by infinite? Is it one set of tiles that repeats over and over? Do you mean a large (but finite) map? In the first case you need 4 copies of the spritebatch and the spritebatch itself does not change, only the drawing position. In the second case, I suggest putting the whole map in...
- Wed Jun 26, 2013 6:24 pm
- Forum: Support and Development
- Topic: how to update draw when move without creating new quads?
- Replies: 6
- Views: 4686
how to update draw when move without creating new quads?
I need to keep repeating the my background and the ground, and i want it to be infinite, how can i do that? I thought about 2 ways: 1°: creating new images everytime that the player moves, but this should be terrible to performance. 2°: creating quads instead, but that should be terrible to performa...
- Wed Jun 26, 2013 4:41 am
- Forum: Support and Development
- Topic: Pixel Effect
- Replies: 15
- Views: 7451
Re: Pixel Effect
How can i know if the shade code is 1.0, 2.0 or 3.0?
Love recognize if the shader is above the requested version?
Love recognize if the shader is above the requested version?
- Wed Jun 26, 2013 4:40 am
- Forum: Support and Development
- Topic: feedback on game idea
- Replies: 7
- Views: 4988
Re: feedback on game idea
If the problem is the art, i guess that some ps1 games are already abandonware, so you can decompile it...