I wanted to get into homebrew development for the Nintendo 3DS family, and LÖVE Potion looked like the easiest way in. So I started writing for the framework, but lacked a way to quickly test my game on the desktop before building.
That's why I created dslayout - a simple utility library that simulates lovepotion, handles 2 screens and simulates the touchscreen by mouse input. If you think it's of any use for you, check out my GitHub repository: https://github.com/Nawias/dslayout
I should point out that it's basically my first project with love2d or lovepotion. I barely even know lua But don't worry, I'm no script kiddie either. You can check out my other repositories if you need proof of that
dslayout - Simulate Nintendo 3DS Screens on the desktop.
- zorg
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Re: dslayout - Simulate Nintendo 3DS Screens on the desktop.
This looks fun to try out
One thing though, since you mentioned no "pointer hover"; since a touch screen basically just supports one type of click (i.e. one mouse button), hover technically could be mapped to something like either the thumb button (mouse id 4) or as a more common option, to the right button (2), no?
One thing though, since you mentioned no "pointer hover"; since a touch screen basically just supports one type of click (i.e. one mouse button), hover technically could be mapped to something like either the thumb button (mouse id 4) or as a more common option, to the right button (2), no?
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
Re: dslayout - Simulate Nintendo 3DS Screens on the desktop.
Thanks for the reply
As for the hover, the goal of this lib is just to simulate the behaviour of 3DS/2DS screens. There's no way to hover with a stylus, so it's just "touch or not". I see no point in implementing hover - it might create situations where it works on the desktop and then you're scratching your head on why it doesn't work on the hardware, or you might just end up creating a feature that is not accessible because you forgot you're making it for a console that doesn't support it
Still, it's open source, so you can add a feature if you need it - you're free to make a pull request
As for the hover, the goal of this lib is just to simulate the behaviour of 3DS/2DS screens. There's no way to hover with a stylus, so it's just "touch or not". I see no point in implementing hover - it might create situations where it works on the desktop and then you're scratching your head on why it doesn't work on the hardware, or you might just end up creating a feature that is not accessible because you forgot you're making it for a console that doesn't support it
Still, it's open source, so you can add a feature if you need it - you're free to make a pull request
- zorg
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Re: dslayout - Simulate Nintendo 3DS Screens on the desktop.
My mistake actually, i guess i misunderstood the readme; i thought the 2DS/3DS *did* support hover and you just didn't implement it. If it doesn't, then it makes sense why that's not supported by your library either.
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
Re: dslayout - Simulate Nintendo 3DS Screens on the desktop.
I thought that rather than using love.graphics.translate it would be better to render the bottom screen into a canvas and draw it with an offset. So I did just that, as it better mimics drawing to 2 separate screens, but it looks worse. It's on a separate branch until I get some time to figure out how to make it better. If you want to check it out, feel free to download from canvas-draw branch.
Re: dslayout - Simulate Nintendo 3DS Screens on the desktop.
Figured it out after a long break. I just needed to adjust alpha blending as stated on the official wiki.
It's merged to master now and looks good.
It's merged to master now and looks good.
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