Ahh so to prevent this edge bleeding, what lines would I use? I tried enabling mipmaps on my images, and then using
myNewImage:setMipmapFilter("nearest", 1)
but nothing changed, although at -1 instead of 1 it was twice as blurry
Search found 6 matches
- Mon Jul 03, 2023 9:55 pm
- Forum: Support and Development
- Topic: Image Blurring..
- Replies: 4
- Views: 1189
- Mon Jul 03, 2023 7:03 pm
- Forum: Support and Development
- Topic: Image Blurring..
- Replies: 4
- Views: 1189
Image Blurring..
So I'm trying to recreate a game, and I'm using a sprite copied from the game, but on zoom in it's blurring around the edges, as if to smooth it.. The first line of my main.lua is love.graphics.setDefaultFilter("nearest", "nearest") It seems to be blurring the image whether i jus...
- Thu Jun 22, 2023 2:29 am
- Forum: Support and Development
- Topic: Diagonal RPG Collission!!
- Replies: 17
- Views: 5604
Re: Diagonal RPG Collission!!
yea, that's what I'm doing, except I can't just keep referencing map[x][y] because some tiles are diagonal, half-solid, and i want to smoothly walk along them
- Wed Jun 21, 2023 10:25 pm
- Forum: Support and Development
- Topic: Diagonal RPG Collission!!
- Replies: 17
- Views: 5604
Re: Diagonal RPG Collission!!
Ahh, makes sense.. im just literally checking the corners of my sprite, against the solid map tiles and preventing movement if it's solid anywhere.
- Wed Jun 21, 2023 8:59 pm
- Forum: Support and Development
- Topic: Diagonal RPG Collission!!
- Replies: 17
- Views: 5604
Re: Diagonal RPG Collission!!
Ahh, well: my map is tiled, so far im just using square tiles and marking them as solid or nonsolid. I'm just moving my character by 1 pixel at a time (looping for speed tho). An answer I got was: "the general way this is done is when your character collides with a wall you subtract the differe...
- Tue Jun 20, 2023 6:45 pm
- Forum: Support and Development
- Topic: Diagonal RPG Collission!!
- Replies: 17
- Views: 5604
Diagonal RPG Collission!!
Hey, so I'm making a top-down rpg and i want smooth diagonal collision, as seen in A Link to the Past, or any similar rpg game tbh. I've heard that the best way was using a velocity and subtracting how much you moved from how much you would have moved, but i dont rlly understand that, I cant find an...