I guess I'll have to do it
If it's good enough, I'll make it open source
Search found 13 matches
- Tue Jun 13, 2023 8:36 am
- Forum: Support and Development
- Topic: UI and menus & controllers
- Replies: 2
- Views: 2271
- Mon Jun 12, 2023 12:43 pm
- Forum: Support and Development
- Topic: UI and menus & controllers
- Replies: 2
- Views: 2271
UI and menus & controllers
Hey guys ! Do you know of any good UI library that works great with controllers ? I mean, it should either respond to the input of the controller OR it should allow some buttons to be highlighted (and I'll take care of the controller handling) I can hack something by myself but if there is a well wr...
- Tue Nov 08, 2022 11:12 pm
- Forum: Support and Development
- Topic: Dimentions of text rendered with Printf
- Replies: 3
- Views: 2456
Re: Dimentions of text rendered with Printf
Not sure if that is what you are asking for but I use Font:getWidth() and Font:getHeight() https://love2d.org/wiki/Font:getWidth (you have to define a font first or use https://love2d.org/wiki/love.graphics.getFont ) It's ok for text that doesn't wrap, but if it's displayed on multiple lines I suppo...
- Tue Nov 01, 2022 10:26 pm
- Forum: General
- Topic: About unlocks in my game (and in general)
- Replies: 2
- Views: 3530
Re: About unlocks in my game (and in general)
I made my decision
But can I have some opinions on the subject ? Do you tend to add unlocks to your games ? Do you know how people perceive them ?
But can I have some opinions on the subject ? Do you tend to add unlocks to your games ? Do you know how people perceive them ?
- Sat Oct 29, 2022 10:00 pm
- Forum: General
- Topic: About unlocks in my game (and in general)
- Replies: 2
- Views: 3530
About unlocks in my game (and in general)
Hi guys, I am a bit hesitant about adding unlocks to my game and I would be interested to know what you think about it. Here is the context : I am making a 3D maze game for android. It will be a paid game with no ads. In this maze game, you have access to the map but you don't know your position on ...
- Thu Oct 13, 2022 10:17 am
- Forum: Support and Development
- Topic: [SOLVED] How to draw the floor in raycasters - scaling problem
- Replies: 14
- Views: 10340
Re: How to draw the floor in raycasters - scaling problem
Hey guys ! I finally solved the problem. After a lot of debugging, I found that the DPI scaling was not the cause of the problem... My calculations were. I was calculating some lengths in "units" (according to my grid) and some in pixels. For a reason I don't really know, it seemed ok on m...
- Tue Oct 11, 2022 11:01 am
- Forum: Support and Development
- Topic: [SOLVED] How to draw the floor in raycasters - scaling problem
- Replies: 14
- Views: 10340
Re: How to draw the floor in raycasters - scaling problem
It's indeed a problem with DPI scaling. I can get it working by adding t.window.usedpiscale = false in conf.lua. But the text is messed up (really tiny) and it's pretty slow (because the screen has a massive number of pixels, I suppose). Guess I'll have to put it back to "true" and find a ...
- Tue Oct 11, 2022 7:41 am
- Forum: Support and Development
- Topic: [SOLVED] How to draw the floor in raycasters - scaling problem
- Replies: 14
- Views: 10340
Re: How to draw the floor in raycasters - scaling problem
And here are the phone screenshots. Weird, isn't it ?
- Tue Oct 11, 2022 7:40 am
- Forum: Support and Development
- Topic: [SOLVED] How to draw the floor in raycasters - scaling problem
- Replies: 14
- Views: 10340
Re: How to draw the floor in raycasters - scaling problem
I removed the texture of the floor and put a gradient instead to see what was going on, and I printed the dpiscale. But unfortunately, I don't have any idea if the problem is because of a change in the DPI scale (1 on my computer and almost 3 on the phone) or because some function in the shader does...
- Mon Oct 10, 2022 8:41 pm
- Forum: Support and Development
- Topic: [SOLVED] How to draw the floor in raycasters - scaling problem
- Replies: 14
- Views: 10340
Re: [SOLVED] precompute images at the launch of the game
I finally got it by writing a shader. extern Image ground; extern number playerX; extern number playerY; extern number playerA; extern number D; vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords ){ number angle = mod((playerA - atan((love_ScreenSize.x/2.0 - ((love_Scree...