Search found 6 matches

by Krynn-San
Mon Jul 03, 2023 9:55 pm
Forum: Support and Development
Topic: Image Blurring..
Replies: 4
Views: 1125

Re: Image Blurring..

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
by Krynn-San
Mon Jul 03, 2023 7:03 pm
Forum: Support and Development
Topic: Image Blurring..
Replies: 4
Views: 1125

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...
by Krynn-San
Thu Jun 22, 2023 2:29 am
Forum: Support and Development
Topic: Diagonal RPG Collission!!
Replies: 17
Views: 5281

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
by Krynn-San
Wed Jun 21, 2023 10:25 pm
Forum: Support and Development
Topic: Diagonal RPG Collission!!
Replies: 17
Views: 5281

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.
by Krynn-San
Wed Jun 21, 2023 8:59 pm
Forum: Support and Development
Topic: Diagonal RPG Collission!!
Replies: 17
Views: 5281

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...
by Krynn-San
Tue Jun 20, 2023 6:45 pm
Forum: Support and Development
Topic: Diagonal RPG Collission!!
Replies: 17
Views: 5281

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...