Search found 5 matches
- Sun Jan 13, 2019 9:57 pm
- Forum: Support and Development
- Topic: Runtime tileset generation possible?
- Replies: 7
- Views: 5476
Re: Runtime tileset generation possible?
By the way why is the seams happening ? Doesnt the quads get the whole image from the tileset afterwards ? The images are glued together without borders i believe, didn't add +1 to any of the coordinates on :paste()
- Fri Jan 04, 2019 10:49 am
- Forum: Support and Development
- Topic: Runtime tileset generation possible?
- Replies: 7
- Views: 5476
Re: Runtime tileset generation possible?
Thanks everyone for the replies! I will be trying to implement that way
- Thu Jan 03, 2019 2:54 pm
- Forum: Support and Development
- Topic: Runtime tileset generation possible?
- Replies: 7
- Views: 5476
Runtime tileset generation possible?
So basically i want to be able to have individual sprites, on my project, and on runtime i want to use spritebatches for efficient drawing. I know games like space station 13 and factorio that "glue" together the individual quads on initialize. This enables for using only the quads thay ar...
- Thu Feb 22, 2018 6:06 pm
- Forum: General
- Topic: Need help with (big) Table iteration
- Replies: 4
- Views: 4719
Re: Need help with (big) Table iteration
Welcom to the forum. Please upload a .love file of your code. It makes it easier if you want people to help you. It's hard to see on this code whats slowing your game down. Because I can't see whats happening in v:update() and v:draw(). ... Hey! Thank you for replying. Yes, i do realize that, its j...
- Wed Feb 21, 2018 6:41 pm
- Forum: General
- Topic: Need help with (big) Table iteration
- Replies: 4
- Views: 4719
Need help with (big) Table iteration
Firstly i'd like to greet all of you and introduce myself as this is my first post. I've been using LOVE for quite a few years now but i've never quite got into the community as i have never been an active member on forums and for some reason i avoid trying to get help on them, I usually just search...