Thanks for the update.
Any plans for adding .vlf support ?
Ciao!
So I finally got motivated enough on my one day off this week to do at least something. (Don't know what was wrong with me today :/)
So I got a few complaints about basing LuaPlayer Euphoria off v.20 as opposed to v.16 which had no module loading and thus had more free ram.
So rather than be an idiot and start over using the v.16 source, I instead have removed module loading from the code I am using (v.20).
I know it's a small change, I am just throwing it out there to make sure I didn't break anything whilst doing it. So testing and feedback would be great.
I don't really want to go making loads of big changes until I am assured that this is still just as stable as V3, and nothing new is broken.
So feedback is appreciated!
Please see "Functions & Features.txt" in the download for usage, and the "Samples" folder for examples of the new features and code system in action
If you would like to request a feature be added, please do so at the official forum : LuaPlayer Euphoria Forum
If you use this please leave a comment!
"LuaPlayer Euphoria Uses intraFont by BenHur"
Download & Give Feedback Via Comments
Last edited by Zack; May 20th, 2009 at 23:02.
Thanks for the update.
Any plans for adding .vlf support ?
OK, thx for the update.
Still not convinced about Graphics primitives drawn to Images,
but I'm sure you'll fix any anomalies at some time.
I've worked on getting some FPS control.
Here's the sample ( no Copyright )
Does that sample work as intended for you graphics wise? (Just curious)
Also pm me a test of what your trying to do graphics wise (with it not working of course) and il set you in the right direction.
As for FPS control.... You could either do that or just call screen.waitVblankStart() which will cap your FPS to 60
lol, the sample works (almost) perfectly for me !
I wanted to balance out any negativity by making a positive
contribution - because you asked nicely, and Euphoria's worth it (imho)
I've avoided GFX problems by writing direct to screen for now,
but the main purpose of the sample is to cap FPS dynamically, anywhere between
15 & 200, while maintaining a constant Control input rate.
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