Polywell: a text editor component

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D0NM
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Re: Polywell: a text editor component

Post by D0NM » Mon Sep 19, 2016 9:50 pm

Yay! Nice project!
Don't forget to add UTF8 compatibility into the editor ))
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Re: Polywell: a text editor component

Post by Viomi » Sun Sep 25, 2016 9:34 am

Recently a game called "hackmud" was released.
It's fun. But it has a lot of issues, including:
  • The in-game scripts that you can create are all in javascript. Ew! lua is better.
  • There is no in-game editor, you have to leave the game and... yeahh...
  • All the commands are ugly. see: scripts.get_level { name:"v.malware" }
  • Everything is done on one server, so it's been unplayable since release due to all the lag.
So I'm making a prototype game that's similar just for fun and to see if I'm up to the task of doing better on these issues (I've never made a game, you see). And I'm DEFINITELY using polywell.

So thanks for Polywell! I will be putting it to its' full potential, especially once the UI for screen splits is complete.
Last edited by Viomi on Sun Sep 25, 2016 2:45 pm, edited 2 times in total.

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technomancy
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Re: Polywell: a text editor component

Post by technomancy » Sun Sep 25, 2016 1:25 pm

D0NM wrote:Yay! Nice project!
Don't forget to add UTF8 compatibility into the editor ))
I'm currently using it to edit files that contain Thai characters and non-ascii punctuation, so as far as I know it's already supported. Let me know if you run into UTF-8-related bugs though!

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technomancy
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Re: Polywell: a text editor component

Post by technomancy » Sun Sep 25, 2016 1:27 pm

Viomi wrote:So I'm making a prototype game that's similar just for fun and to see if I'm up to the task of doing better on these issues (I've never made a game, you see). And I'm DEFINITELY using polywell.
Cool; sounds like fun! Hope you are able to make it work for you. I feel that the live reloading aspect can definitely help smooth along development. Let me know if you run into problems.

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SiENcE
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Re: Polywell: a text editor component

Post by SiENcE » Mon Jan 02, 2017 1:28 pm

So how can i start this on windows?

It's almost impossible to start it. Just doing love . doesn't work. Also the example doesn't work to start. There is always an issue loading the dependencies or font.

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Re: Polywell: a text editor component

Post by technomancy » Mon Jan 02, 2017 4:57 pm

SiENcE wrote:So how can i start this on windows?
I've never tried it on Windows, but maybe if you included the actual message from the error in your description of the problem I could tell what went wrong.

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Re: Polywell: a text editor component

Post by SiENcE » Thu Jan 05, 2017 4:16 pm

The message says:

Code: Select all

Error: main.lua:1: module 'polywell' not found:
        no field package.preload['polywell']
        no 'polywell' in LOVE game directories.
        no file 'polywell.dll' in LOVE paths.
        no file '.\polywell.lua'
        no file 'C:\Program Files\love-0.10.2-win64\lua\polywell.lua'
        no file 'C:\Program Files\love-0.10.2-win64\lua\polywell\init.lua'
        no file '.\polywell.dll'
        no file 'C:\Program Files\love-0.10.2-win64\polywell.dll'
        no file 'C:\Program Files\love-0.10.2-win64\loadall.dll'
stack traceback:
        [C]: in function 'require'
        main.lua:1: in main chunk
        [C]: in function 'require'
        [string "boot.lua"]:429: in function <[string "boot.lua"]:275>
        [C]: in function 'xpcall'
I the problem lays the file "polywell".

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technomancy
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Re: Polywell: a text editor component

Post by technomancy » Thu Jan 05, 2017 4:57 pm

SiENcE wrote:I the problem lays the file "polywell".
Yeah, it looks like the symlink is being ignored. Try deleting it and replacing it with another full copy of the whole repository, or using some kind of windows-friendly equivalent of symlinks, if such a thing exists.

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Re: Polywell: a text editor component

Post by SiENcE » Thu Jan 05, 2017 7:21 pm

Ugly ... but yeah windows has symlinks. Best would be not to use os dependent things in cross platform frameworks.

Tried.

Next problem... line 49: os.getenv("Home") is nil. Remoing it solves the problem and now it works :).

Also userhome is on every os on a different location -> https://www.love2d.org/wiki/love.filesystem . You should better use the löve api instead of os.xx

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Re: Polywell: a text editor component

Post by technomancy » Wed Jan 11, 2017 2:18 am

Thanks; I've moved away from `os.getenv` for compatibility. I don't know how to fix the symlink issue since I don't have a Windows machine to test on, but if you have a suggestion I can try it.

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