Yeah, I don't know what's going on there, somehow it really drains my system. I don't support Canvas or PixelEffect, so maybe you have a workaround system for that, that uses images instead?Jeeper wrote: wtf, anyone else not able to start my game? ... This is kind of sad.
LÖVE-Jam 1 [VOTING]
- DaedalusYoung
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Re: LÖVE-Jam 1 [VOTING]
Re: LÖVE-Jam 1 [VOTING]
I do use a pixel filter in order to make the images more sharp. You could try to comment it out,DaedalusYoung wrote:Yeah, I don't know what's going on there, somehow it really drains my system. I don't support Canvas or PixelEffect, so maybe you have a workaround system for that, that uses images instead?Jeeper wrote: wtf, anyone else not able to start my game? ... This is kind of sad.
Line 100 in Main.lua.
- DaedalusYoung
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Re: LÖVE-Jam 1 [VOTING]
Nope, that's not it. Although I do think you don't need to call that every frame, just once during initialization should be fine.
The problem is in map.lua. If I comment out all the functions in there, it works fine. I guess it's because you're drawing 25 images sized 2000x2000 every frame. I don't know if you're scaling this down, but if not, this is not necessary, with the window just 1280x720 in size, you won't see more than 4 images at once. You could optimize that to only draw the images that are actually visible.
The problem is in map.lua. If I comment out all the functions in there, it works fine. I guess it's because you're drawing 25 images sized 2000x2000 every frame. I don't know if you're scaling this down, but if not, this is not necessary, with the window just 1280x720 in size, you won't see more than 4 images at once. You could optimize that to only draw the images that are actually visible.
Re: LÖVE-Jam 1 [VOTING]
Yeah, I ran out of time, but now you can at least test my game as the backgrounds are not "essential".DaedalusYoung wrote:Nope, that's not it. Although I do think you don't need to call that every frame, just once during initialization should be fine.
The problem is in map.lua. If I comment out all the functions in there, it works fine. I guess it's because you're drawing 25 images sized 2000x2000 every frame. I don't know if you're scaling this down, but if not, this is not necessary, with the window just 1280x720 in size, you won't see more than 4 images at once. You could optimize that to only draw the images that are actually visible.
Re: LÖVE-Jam 1 [VOTING]
Thank you for your kind words! I might expand the game later on. As for my input thing, I will do that in a day or two.Jeeper wrote:Here's my input on the games.
Lovely Space Program
I liked this a lot. It was fun to be able to build ur on stuff and I killed a lot of time trying to go up to 10.000 and then down and try to land. Nice use of box2d and only a few minor bugs. In my opionion the best entry.
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
- DaedalusYoung
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Re: LÖVE-Jam 1 [VOTING]
Indeed, I've been able to play it now.Jeeper wrote:Yeah, I ran out of time, but now you can at least test my game as the backgrounds are not "essential".
I like it, it's a good idea, however I'm not too sure about the controls. That's mainly me though, I've never liked WASD + mouse, but it's also that they don't change with the ship's direction. I would think W would always move towards the space ship's front. Once I found that out, I could just hold S and collect enemies above me, and just shoot them as I moved. But still, for the limited development time, it's very playable.
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