Search found 6 matches
- Wed Jun 03, 2015 11:17 pm
- Forum: Support and Development
- Topic: Question about Spritebatch:setColor
- Replies: 3
- Views: 2063
Re: Question about Spritebatch:setColor
That makes a ton of sense. So, there really wouldn't be any way of controlling the color of each individual item added to the spritebatch through set color. Technically, i only need two colors for the game, so I could do two separate spritebatchs. Would this hinder performance much, or is there a mu...
- Wed Jun 03, 2015 8:32 pm
- Forum: Support and Development
- Topic: Question about Spritebatch:setColor
- Replies: 3
- Views: 2063
Question about Spritebatch:setColor
I tried searching here on the forum, but couldn't find a clear answer, or found posts of similar questions with no replies. I'm hoping someone can help me with this. I am currently experimenting with using SpriteBatches to reduce the amount of draw calls I am producing in my current project/game. Th...
- Fri May 29, 2015 12:51 am
- Forum: LÖVE-Android
- Topic: Understanding Scaling for different resolutions
- Replies: 10
- Views: 14832
Re: Understanding Scaling for different resolutions
Lol np, I can make it work with your suggestion. I've started to put it into the game and it's looking good so far. I just wish there was a way to do it with just the lg.setScale().
Thank you both for the help
Thank you both for the help
- Thu May 28, 2015 7:25 pm
- Forum: LÖVE-Android
- Topic: Understanding Scaling for different resolutions
- Replies: 10
- Views: 14832
Re: Understanding Scaling for different resolutions
As far as I'm aware love.graphics.getPixelScale() just returns 1 in normal displays and 2 on high density screens like the iphones retina display. Using my Samsung Galaxy Note 4, the getPixelScale() returns 4 and on my kids Nabi DreamTab it returns 1.5, so there is some more variance than just 1 or...
- Wed May 27, 2015 9:35 pm
- Forum: LÖVE-Android
- Topic: Understanding Scaling for different resolutions
- Replies: 10
- Views: 14832
Re: Understanding Scaling for different resolutions
This should be fixed. So this is a bug then? If so that is good to know that I'm not just being dumb on understanding it. I went through originally and scaled things manually all throughout the code, but as I was adding more, i found myself forgetting to do it, and kept having to go back in a add i...
- Wed May 27, 2015 8:32 pm
- Forum: LÖVE-Android
- Topic: Understanding Scaling for different resolutions
- Replies: 10
- Views: 14832
Understanding Scaling for different resolutions
Hey all, I've been working for the past month or so on a small game that has not transitioned me to use the Love-Android port. One of the biggest challenges to me right now is the scaling of the game to fit the different resolutions of the different devices. I'm not sure if this is something I'm not...