Search found 72 matches
- Tue Sep 13, 2016 1:22 pm
- Forum: Support and Development
- Topic: [SOLVED] Databases / Dealing with lots of data
- Replies: 21
- Views: 12947
Re: Databases / Dealing with lots of data
Well 3.2k is not that many and you can simply load them all to a single table, using card name as key and table describing the card as value. As opposed to only loading the necessary data once it's needed and discarding it once it's no longer needed. This. Even if you have a massive amount of prope...
- Sat May 21, 2016 10:18 pm
- Forum: Libraries and Tools
- Topic: [library] Artal, work directly with .PSD files.
- Replies: 11
- Views: 8718
Re: [library] Artal, work directly with .PSD files.
Neat, I looked through it a little and it looks nice. And I'll make sure to push it with unix line ending in the future.
- Sat May 21, 2016 5:03 pm
- Forum: Libraries and Tools
- Topic: [library] Artal, work directly with .PSD files.
- Replies: 11
- Views: 8718
Re: [library] Artal, work directly with .PSD files.
ink and inkName methods save values on call when they could just return them. Yup, the reason it became like that was that I wanted to make sure I didn't override previously set variables. But that might have been better achieved by doing some meta-table magic. Why it is one huge procedural chunk w...
- Sat May 21, 2016 6:35 am
- Forum: Libraries and Tools
- Topic: [library] Artal, work directly with .PSD files.
- Replies: 11
- Views: 8718
Re: [library] Artal, work directly with .PSD files.
Glad to see it being used, and thanks for the feedback. :) At this point I'm completely blind to what makes sense or not in the documentation as I've simply worked with PSD files to much. So if there's anything you're curious about PSD files in general / my implementation feel free to ask in here. T...
- Sun Mar 27, 2016 8:59 pm
- Forum: Libraries and Tools
- Topic: [library] Artal, work directly with .PSD files.
- Replies: 11
- Views: 8718
[library] Artal, work directly with .PSD files.
Loading .PSD files into LÖVE. Something that should be a simple problem solved in all game engines. Now I've fixed that though and as far as I'm aware, LÖVE is now the first open-source game engine that is capable of loading .PSD files directly. :awesome: The library only uses pure LuaJit, No extern...
- Sun Mar 20, 2016 1:41 am
- Forum: Support and Development
- Topic: Shader tile
- Replies: 4
- Views: 3124
Re: Shader tile
Fixed it I think. In the shader you used the "screen_coords" while you should use "texture_coords". ;) function shadwo_update() for x = begx, endx do --math.floor((player.x)/32)+player.focus for y = begy, endy do if (x > begx and y > begy) and (x < endx and y < endy) then if map[...
- Thu Feb 18, 2016 6:58 pm
- Forum: Support and Development
- Topic: Particles optimization
- Replies: 12
- Views: 5735
Re: Particles optimization
You might be able to get away with just using love.graphics.points(). So look if that suits your needs. Otherwise look into spritebatches. The process of spritebatches would go something like this. -- Draw the various sizes of love.graphics.circle() you want to a canvas. love.graphics.newCanvas() --...
- Sat Feb 13, 2016 6:02 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 458519
Re: "Questions that don't deserve their own thread" thread
Ah now I see the mistake you made. When you're using shaders the color that is set with love.graphics.setColor() and the pixel color of an image is two different arguments passed into the shader. "vec4 color" being the love.graphics.setColor() color and "Image texture" being the ...
- Sat Feb 13, 2016 2:47 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 458519
Re: "Questions that don't deserve their own thread" thread
Something like this might work: vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) { vec4 pixel = Texel(texture, texture_coords); if (pixel.a > 0.0) { if (pixel.r > (254.5/255.0) || pixel.g > (254.5/255.0) || pixel.b > (254.5/255.0)) return vec4(85.0/255.0, 1.0, 1.0, 1.0...
- Fri Nov 20, 2015 9:56 pm
- Forum: Support and Development
- Topic: [Question] How do i implement Edge Scrolling?
- Replies: 4
- Views: 3141
Re: [Question] How do i implement Edge Scrolling?
"Drags some code out of an old project" if love.mouse.getX() < 150 then yourValueX = yourValueX - dt * (150-love.mouse.getX()) * 5 end if love.mouse.getX() > love.graphics.getWidth() - 150 then yourValueX = yourValueX + dt * (love.mouse.getX() - (love.graphics.getWidth()-150)) * 5 end Now ...