Search found 114 matches
- 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...
- 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 ...
- 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...
- 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.
- 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?
- 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...
- 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
- 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...
- 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...
- 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)