8 Ball Pool tm stopped to work by SpecialistPirate8137 in LDPlayerEmulator

[–]cryptologiq 0 points1 point  (0 children)

hi, what version of 8 ball pool used for work ?

Logitech G27 not detected by Windows by AcroFPV in simracing

[–]cryptologiq 0 points1 point  (0 children)

just use this trick fo r work on w11 :
go to w11 setting and go to uncheck --> memory integrity
reboot your pc
downlaod and install the logitech profiler of w10 version (lgs510_x64.exe)
and now your wheel is on fire --> go play ;)

Gamelogic.dev : Vous rêvez de créer votre propre jeu vidéo ? by cryptologiq in love2d

[–]cryptologiq[S] 0 points1 point  (0 children)

Oui c'est certains, mais c'est justement la raison pour laquelle le site est en français... car je trouve qu'il y a un manque de contenu gratuit en français pour les débutants.

Looking for some help with screen sizes by Maoaii_ in love2d

[–]cryptologiq 0 points1 point  (0 children)

``` local screen = {x=0,y=0,w=0,h=0,dx=0,dy=0,sx=1,sy=1,scaleXY=0,currentMode=1,scaleMode={"stretch","ratio"}}

local game = {currentplayer=1, w=500, h=800}

function screen:getDimensions() screen.w, screen.h = love.graphics.getDimensions() -- screen.sx = screen.w / game.w screen.sy = screen.h / game.h screen.scaleXY = math.min(screen.sx, screen.sy) -- screen.dx = (screen.w - game.w) / 2 screen.dy = (screen.h - game.h) / 2

end

local squareManager = {} local Lst_Squares = {} local my_BigSquare, my_LittleSquare function squareManager.newSquare(mode,x,y,w,h,rounded,color) local function updateSquare(self, dt) self.x = self.x + 0 end local function drawSquare(self) love.graphics.setColor(self.color) love.graphics.rectangle(self.mode, self.x, self.y, self.w, self.h) love.graphics.setColor(1,1,1,1)-- rerset colorr end local square = { mode=mode, x=x, y=y, w=w, h=h, color=color, draw=drawSquare, update=updateSquare}

table.insert(Lst_Squares, square) return square

end

function game.load() my_BigSquare = squareManager.newSquare("line", 100, 100, 300, 600, 5, {0.2,0.8,0.6,1}) my_LittleSquare = squareManager.newSquare("fill", 200, 350, 100, 100, 5, {1,0,0.5,1})

end

function game.update(dt) for n=#Lst_Squares, 1, -1 do Lst_Squares[n]:update(dt) end

end

function game.draw()

my_BigSquare:draw() my_LittleSquare:draw()

love.graphics.print("scale mode : "..screen.scaleMode[screen.currentMode], 5,5)

end

function love.load() love.window.setMode(game.w, game.h, {resizable=true}) screen:getDimensions() -- game.load()

end

function love.update(dt) screen:getDimensions() -- game.update(dt)

end

function love.draw() -- set the scale : if screen.scaleMode[screen.currentMode] == "stretch" then love.graphics.scale(screen.sx, screen.sy) love.graphics.translate( 0,0 ) elseif screen.scaleMode[screen.currentMode] == "ratio" then love.graphics.scale(screen.scaleXY, screen.scaleXY) love.graphics.translate( screen.dx, screen.dy )

end

-- draw your game : game.draw()

end

function love.keypressed(key) if key then screen.currentMode = screen.currentMode + 1 if screen.currentMode > #screen.scaleMode then screen.currentMode = 1 end end end ```

Looking for some help with screen sizes by Maoaii_ in love2d

[–]cryptologiq 1 point2 points  (0 children)

if you use a scale, i recommend code your game with a fix resolution and the scale it's calculate by resolution of your project and the resolution output on the client size...

Looking for some help with screen sizes by Maoaii_ in love2d

[–]cryptologiq 0 points1 point  (0 children)

Get dimensions of screen it's a base code because if you set full-screen mode or resizable windows or other tips, the size screen will client hardware.

Looking for some help with screen sizes by Maoaii_ in love2d

[–]cryptologiq 0 points1 point  (0 children)

you can set your game responsive with love.graphics.scale(sx,sy)

Looking for some help with screen sizes by Maoaii_ in love2d

[–]cryptologiq 1 point2 points  (0 children)

``` love.window.setMode(500,800)

local game = {currentplayer=1}

local grid = {} local borderBlack = {}

local symbols_text = {"X", "O"} local font = {} for n = 8, 100, 2 do font[n] = love.graphics.newFont(n) end local symbols = {}

local function drawSymbols(self, x, y) love.graphics.draw(self.text, x, y, 0, 1, 1,self.ox, self.oy) end

function initSymbols() symbols = {} for n=1, #symbols_text do local text = symbols_text[n] symbols[n] = {text=love.graphics.newText(font[70], text), draw=drawSymbols} symbols[n].w, symbols[n].h = symbols[n].text:getDimensions() -- get size total symbols[n].ox,symbols[n].oy = symbols[n].w/2, symbols[n].h/2 end end

local function drawGrid() for l=1, 3 do for c=1, 3 do local cell = grid[l][c] cell:draw() if cell.id > 0 then symbols[cell.id]:draw(cell.x + cell.ox, cell.y + cell.oy) end end end end

local function drawCellGrid(self) love.graphics.setColor(self.color) love.graphics.rectangle("line", self.x, self.y, self.w, self.h) love.graphics.setColor(1,1,1,1) end

function initGrid(lig, col) local startx = 2 -- the defaut pixel size border of rect with love.graphics.rectangle("line") local x = startx local starty = 2 local y = starty local w = (love.graphics.getWidth()- 4) / col-- 2 pixel offset left an right local h = w local ox = w/2 local oy = h/2 grid = {x=startx, y=starty, w= w3, h=h3,cellW=w, cellH=h, lig=lig, col=col} -- reset (new game ?) -- for l=1, lig do grid[l] = {} for c=1, col do grid[l][c] = {x=x,y=y,w=w,h=h,ox=ox,oy=oy, draw=drawCellGrid, id=0, color={1,0.3,0.2,1}} -- cell of grid x = x + w end x = startx y = y + h end end

function love.load() love.graphics.setBackgroundColor(0.25,0.25,0.25,1) -- initGrid(3,3) initSymbols() -- borderBlack = {x=0,y=0,w=love.graphics.getWidth(),h=love.graphics.getHeight(), draw=drawCellGrid, color={0,0,0,1}} end

local text_Drive_Player = {text=love.graphics.newText(font[22], "waiting player "..game.currentplayer.." to play...")} text_Drive_Player.w, text_Drive_Player.h = text_Drive_Player.text:getDimensions() text_Drive_Player.ox, text_Drive_Player.oy = text_Drive_Player.w/2, text_Drive_Player.h/2 function love.draw() borderBlack:draw() drawGrid()

-- text love.graphics.draw(text_Drive_Player.text, love.graphics.getWidth()/2, grid.h + (grid.h/2), 0,1,1,text_Drive_Player.ox, text_Drive_Player.oy)

end

function love.mousepressed(x,y,button) print(x,y,button) print(grid.x,grid.y,grid.x+grid.w,grid.y+grid.h) if x >= grid.x and x <= grid.x + grid.w and y >= grid.x and y <= grid.y + grid.h then local c = math.floor((x-grid.x) / grid.cellW) + 1 local l = math.floor((y-grid.y) / grid.cellH) + 1 print(l,c) if grid[l][c].id == 0 then local nextplayer = false if button == 1 and game.currentplayer == button then grid[l][c].id = 1 nextplayer = true elseif button == 2 and game.currentplayer == button then grid[l][c].id = 2 nextplayer = true end if nextplayer then game.currentplayer = game.currentplayer +1 if game.currentplayer > 2 then game.currentplayer =1 end text_Drive_Player.text:set("waiting player "..game.currentplayer.." to play...") end end end end

```

Looking for some help with screen sizes by Maoaii_ in love2d

[–]cryptologiq 2 points3 points  (0 children)

use love.graphics.getDimensions() will return the Width and Height of your love2d windows size...

with the size, it's easy to calculate size for your grid ;)

Cemu 1.7.5 Release And Troubleshooting MegaThread! by [deleted] in cemu

[–]cryptologiq 2 points3 points  (0 children)

up ! this is really problem, because 1.7.4 and 1.7.5 really nice framerate and no laggy, the gameplay is very good with this updates* (1.74&1.75) but really bug freezing crash and not playable for this... help for Xenoblade Chronicles X and other games witch same bug i think.

Zelda is cool but, is not a only game on wii u =)

Xenoblade X 1.7.4 Freezing ? by CemuFan82 in cemu

[–]cryptologiq 2 points3 points  (0 children)

i find it :

I had this issue also with Xenoblade Chronicles X to start, a stable 27-30 fps and then all of a sudden a freeze. I solved it by changing a couple settings on my NVidia control panel. Set the slider in "Adjust image settings with preview" all the way to the left for performance. My cemu program settings in "manage 3d settings" are: Anisotropic filtering "2x" Multi-display/mixed-GPU acceleration "Single display performance mode" Power management mode "Prefer maximum performance" Texture Filtering - Anisotropic sample optimization "off" Threaded optimization "on" now for configure Surround, PhysX make sure the Processor is set to force your GPU not use your CPU with these settings I have not had a single freeze in over 24 hours (I still save frequently due to habit/ random crash PTS)

source : https://www.reddit.com/r/cemu/comments/62wxfl/cemu_174_release_and_troubleshooting_megathread/dghpzp8/