Search found 7 matches
- Thu Nov 17, 2016 12:16 am
- Forum: Support and Development
- Topic: Scalable Game Graphics
- Replies: 8
- Views: 6567
Re: Scalable Game Graphics
You should get a pixel-perfect screen when you draw on a canvas at 1:1. If you don't, you need to fix it, rounding coordinates of the stuff you draw until you do. Once you have it, you can upscale. Just realized, I was drawing at 1:1 but without rounding coordinates. Just did so and everything draw...
- Wed Nov 16, 2016 5:25 am
- Forum: Support and Development
- Topic: Scalable Game Graphics
- Replies: 8
- Views: 6567
Re: Scalable Game Graphics
Consider rendering to canvas at native resolution and then upscale to fit the screen using nearest filter. This way you don't get mid-pixel positions though, but you're not supposed to with this kind of graphics anyway. You also should use nearest filter for all other rendering to avoid non-integer...
- Wed Nov 16, 2016 5:09 am
- Forum: Support and Development
- Topic: how to rotate an object with a rotating platform for orthographic view?
- Replies: 4
- Views: 2917
Re: how to rotate an object with a rotating platform for orthographic view?
I'm not sure what your exact question is, but I think you're asking: "how do I fix the distance of an object that should be standing just on top of some angled surface?" For this solution I'm assuming (x, y) is the object's center, and the platform has some (angle) value. local dx, dy = ob...
- Wed Nov 16, 2016 4:42 am
- Forum: Support and Development
- Topic: Scalable Game Graphics
- Replies: 8
- Views: 6567
Scalable Game Graphics
Hey all, I'm making a pixelized game with low game dimensions (288 x 180). The game window can be scaled 1x, 2x, and so on. The game is using love.graphics.scale(x) to render at different scales. As a side effect, higher window scales have "smoother" graphics resolution, because they're ab...
- Sat Jul 23, 2016 5:36 pm
- Forum: Support and Development
- Topic: Love2D I/O to any directory?
- Replies: 12
- Views: 7102
Re: Love2D I/O to any directory?
Running into some more problems. MiniFS is built on top of LuaFileSystem, which is installed through luarocks. It seems like libraries installed through luarocks can't be required through Love2D's runtime without some hacks...that I'd rather not use if I want this packer to be accessible to other de...
- Sat Jul 16, 2016 5:20 pm
- Forum: Support and Development
- Topic: Love2D I/O to any directory?
- Replies: 12
- Views: 7102
Re: Love2D I/O to any directory?
I dislike TexturePacker immensely, and have been using urraka's texpack. Not to hijack this thread but I'm curious what shortcomings you found in TexturePacker? I've used it for a number of professional projects with teams of 5 to 10 people as well as for a bunch of solo game jams and I've only eve...
- Tue Jul 12, 2016 4:07 pm
- Forum: Support and Development
- Topic: Love2D I/O to any directory?
- Replies: 12
- Views: 7102
Love2D I/O to any directory?
Hey everyone, I'm trying to develop a texture atlas packer ( https://github.com/dvdfu/packer ) for Love2D. I read in sprites from a source directory and export them packed as an atlas. I'm using Love2D itself to build the tool since there are convenient image APIs (e.g. love.graphics.draw, Image:enc...