Search found 114 matches

by marclurr
Sun Jun 23, 2024 7:51 am
Forum: Support and Development
Topic: speed
Replies: 47
Views: 1882

Re: speed

I'm positive if it's taking your program 2 minutes to render a frame that it's your code at fault. I suspect the issue is you're applying scratch idioms to a lua program. If you have any more problems with your code we can definitely help you understand how to fix them if you show us. As others have...
by marclurr
Wed Jun 19, 2024 5:43 pm
Forum: Support and Development
Topic: Help with Collisions/Hitbox [Solved]
Replies: 4
Views: 225

Re: Help with Collisions/Hitbox

There's no need to create a complicated collision shape. Just place an AABB roughly encompassing the extents of the slash animation for the amount of time it lasts. While it's active it can be tested against enemy AABBs to damage them. It will be so brief that the inaccuracy won't be noticeable and ...
by marclurr
Sun Jun 16, 2024 7:40 am
Forum: Support and Development
Topic: speed
Replies: 47
Views: 1882

Re: speed

Small nitpick. Bytecode is normally the term used for the binary form of compiled languages that are interpreted by a virtual machine, like java or python (though you don't usually compile it yourself, you can though). Exes are usually (always?) actual binary machine code, which is specific to the a...
by marclurr
Fri May 31, 2024 10:59 am
Forum: Support and Development
Topic: Issue on compiling the game
Replies: 2
Views: 829

Re: Issue on compiling the game

You can run a code obfuscation tool over your codebase, but that's about it.
by marclurr
Mon May 27, 2024 2:31 pm
Forum: Support and Development
Topic: Help with Inventory system!
Replies: 11
Views: 1231

Re: Help with Inventory system!

Can you explain how you want the delete interaction to work, and what you have tried so far?
by marclurr
Sun May 26, 2024 2:18 pm
Forum: General
Topic: Please can someone help me write a shader/function
Replies: 5
Views: 1114

Re: Please can someone help me write a shader/function

Here's an example of drawing an image as uniform shards randomly scattered over the screen. The result is not aesthetically pleasing but demonstrates how to build the required mesh. U and V are the coordinates into the texture, and are in normalised space (i.e., 0 to 1). You should be able to modify...
by marclurr
Fri May 24, 2024 4:31 pm
Forum: Support and Development
Topic: Variable gets set to nil when it shouldn't
Replies: 3
Views: 511

Re: Variable gets set to nil when it shouldn't

Read this line really carefully.

Code: Select all

koopa.mvspd = transformedfrom[2].mvpsd
by marclurr
Wed May 22, 2024 3:16 pm
Forum: Support and Development
Topic: How do you really tell if your game has a memory leak?
Replies: 23
Views: 3541

Re: How do you really tell if your game has a memory leak?

I've always thought of a memory leak as memory consumption that can't be recovered, similar to others in the thread. In the case of a GC'd language haemorrhaging memory I've always just considered this wasteful programming. Your example is quite illustrative as to why you can't just ignore memory co...
by marclurr
Thu May 16, 2024 3:51 pm
Forum: General
Topic: What is your pet coding peeve?
Replies: 2
Views: 785

Re: What is your pet coding peeve?

Anything I've done before. I love learning new stuff or working on novel approaches to already solved problems (like my unnecessarily complicated GPU raycaster from a few years ago), but I can rarely make it part of a complete package because I can't be bothered doing the rest of the work that I'm a...
by marclurr
Tue Apr 23, 2024 7:13 am
Forum: Support and Development
Topic: [SOLVED] Variable Jump Height
Replies: 5
Views: 1100

Re: Variable Jump Height

No problem. dy is the y velocity of the player, analogous to your yspeed. There's a separate function that handles moving and colliding the player using dx and dy but it doesn't affect how the jump works (Aside from setting those values to 0 in the event of a collision on the relevant axis)