Search found 17 matches
- Mon Apr 25, 2022 8:57 pm
- Forum: Support and Development
- Topic: Help needed - Unexpected scary rendering issue
- Replies: 3
- Views: 2242
Re: Help needed - Unexpected scary rendering issue
Do you think you can provide a minimal, runnable example that exhibits the problem? You can use placeholder assets. Also, what are your graphics card specs? Thanks for replying. Yes I will get a minimal running example uploaded as soon as I can. Specs are: intel(R) HD Graphics 620. 64bit Win10, 8GB...
- Mon Apr 25, 2022 11:14 am
- Forum: Support and Development
- Topic: Help needed - Unexpected scary rendering issue
- Replies: 3
- Views: 2242
Re: Help needed - Unexpected scary rendering issue
Some key code extracts: The Border Lines spritebatch is 'pre-rendered' in this way: local pre_render = function(empires) batch:clear() batch:setColor(1,1,1,1) for i=1,#empires do local colour = empires[i].colour local this_owner = empires[i].index for j=1,#towns do if towns[j].owner == this_owner th...
- Mon Apr 25, 2022 10:56 am
- Forum: Support and Development
- Topic: Help needed - Unexpected scary rendering issue
- Replies: 3
- Views: 2242
Help needed - Unexpected scary rendering issue
Hi there, I am currently struggling with an issue that I fear will make my game unreleasable. :cry: I am rendering a 2d grid-based world map with 3 different layers (each layer is a spritebatch). Sometimes when running the game 2 of the layers render in a very weird way: some of the tiles either fla...
- Sat Jun 12, 2021 4:53 pm
- Forum: Support and Development
- Topic: Issue with sprite batches - mysterious flashing tiles
- Replies: 1
- Views: 6064
Issue with sprite batches - mysterious flashing tiles
Hi all Looking for some help with mysterious flashing tiles in my game. It's a strategy game with a grid based map. The map has several layers (terrain, resource, territorial borders, fog of war, etc). For efficiency the map is rendered as 5 distinct sprite batches (each sprite batch contains one of...
- Tue May 11, 2021 3:51 pm
- Forum: Games and Creations
- Topic: ⭐Star Quest - Earthbound-inspired RPG!⭐
- Replies: 45
- Views: 88666
Re: Star Quest
Star Quest An RPG game inspired by Earthbound about kids uncovering the truth about a mysterious secret society. Ah, and saving the world, of course. Screenshots: The game is in an early stage of development, so it might look ugly for now town.png battle.png Characters: both.png Brendan A 13 year-o...
- Thu May 06, 2021 10:02 pm
- Forum: Support and Development
- Topic: One for the mathematicians: mapping screen click to iso grid
- Replies: 4
- Views: 8927
Re: One for the mathematicians: mapping screen click to iso grid
Never done iso maps before so never realised how hard this is. I have an isometric tiled map where 1,1 is in the top corner and 1,col is in the right corner of the screen (orientation matters). When there is a mouse-click on a tile, I need to work out which tile was clicked. I watched this very goo...
- Thu Apr 29, 2021 7:26 pm
- Forum: Support and Development
- Topic: Profiling your code
- Replies: 5
- Views: 10003
Re: Profiling your code
Thanks both, this has helped demystify the concept of profiling for me greatly.
- Sat Apr 24, 2021 9:56 am
- Forum: Support and Development
- Topic: Profiling your code
- Replies: 5
- Views: 10003
Re: Profiling your code
I recommended ProFi . It's simple and it's easy to find which functions take the longest to run. Just use ProFi:start() at the start of the function you want to profile(even if it's at the beginning of love.update) then call ProFi:stop() at the line of the function where you want to stop profiling....
- Fri Apr 23, 2021 8:47 am
- Forum: Support and Development
- Topic: Profiling your code
- Replies: 5
- Views: 10003
Profiling your code
Hi all, noob question but what (in simple terms) is the best way in love to profile/analyse my code to see which parts need optimising? My prototype project so far has around 9-10,000 lines so it's pretty extensive now and mostly runs fine but I know it could be better. Thanks in advance for any tips!
- Sat Mar 13, 2021 9:00 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1722486
Re: What's everyone working on? (tigsource inspired)
I'm currently dabbling with an isometric turn based strategy game. Love has surprised me with how quickly I could realise the project. For now my aim to build a fully working game that is an ultra simplified version of Civilization type games. I'd definitely be interested in anyone's views who enjoy...