Search found 651 matches

by Inny
Sun Aug 13, 2017 12:57 am
Forum: Support and Development
Topic: Loading font with more than 127 Chars
Replies: 26
Views: 4627

Re: Loading font with more than 127 Chars

Classic XY problem here. If OP wants to just load a font they found and doesn't care about the extra characters, they should remove the excess characters from the image and load up the range of characters they need, bearing in mind the heavy complication with loading any character above 127. If OP w...
by Inny
Fri Aug 04, 2017 2:21 am
Forum: Support and Development
Topic: Loading font with more than 127 Chars
Replies: 26
Views: 4627

Re: Loading font with more than 127 Chars

Are you loading 256 characters because you want ANSI line drawing characters?
by Inny
Tue Jul 18, 2017 8:07 pm
Forum: General
Topic: Official Discord server
Replies: 23
Views: 6888

Re: Official Discord server

Unless I'm mistake, this Forum is the center of mass for the community. If discord collapses, the community would use this forum to discuss its replacement.
by Inny
Fri Jun 30, 2017 3:40 pm
Forum: General
Topic: Official Discord server
Replies: 23
Views: 6888

Re: Official Discord server

Since we're talking about connecting public channels, you can't really do that; you do need to copy all user text that gets posted in both places, since even if some users may be in both places, that doesn't mean you don't need to echo their text, the point is for -others- to see their text. Two mi...
by Inny
Thu Jun 29, 2017 5:43 pm
Forum: General
Topic: Official Discord server
Replies: 23
Views: 6888

Re: Official Discord server

There's a bot you can use to bridge comments between IRC and discord here, and I'm sure there are others. That would help limit the community fragmentation. Back when xmpp was a thing 9 hundred years ago, I remember being in a MUC and an irc channel that had a bridge between the two.
by Inny
Mon Jun 05, 2017 3:32 pm
Forum: General
Topic: Good grid based movement
Replies: 6
Views: 2200

Re: Good grid based movement

Pokemon works by having the next maps loaded up as the player approaches the boundary, but the functions to draw maps accepts offset values so that they can draw the next map. When the player moves outside one and onto the next, the current map and the next map switch, and then the new active map is...
by Inny
Thu Apr 20, 2017 7:43 pm
Forum: Support and Development
Topic: How to setup VIM
Replies: 35
Views: 8921

Re: How to setup VIM

yetneverdone wrote:
Thu Apr 20, 2017 12:25 am
Did you mean like this form?
No, like this:

Code: Select all

function name(args)
  -- body
end
  
local function other_name(args)
  -- body
end

this_is_okay_too = function(args)
  -- body
end
The key is there is an empty line between declarations, so vim knows where to jump to.
by Inny
Wed Apr 19, 2017 11:59 pm
Forum: Support and Development
Topic: How to setup VIM
Replies: 35
Views: 8921

Re: How to setup VIM

Leave a blank line between function declarations, and use the curly braces { and } to "jump paragraph"

There's more tips here: http://vim.wikia.com/wiki/Moving_around
by Inny
Sat Apr 15, 2017 6:00 pm
Forum: Libraries and Tools
Topic: boipushy (Input handling)
Replies: 18
Views: 6849

Re: boipushy (Input handling)

Neat little library, I like it. A note about gamepad handling, love makes use of the SDL_GameControllerDB , however the version they ship with is only updated whenever a new version of love comes out. Normally this isn't a problem, but it you want to be as up-to-date as possible (or allow players to...
by Inny
Wed Mar 29, 2017 3:44 pm
Forum: Support and Development
Topic: How to setup VIM
Replies: 35
Views: 8921

Re: How to setup VIM

Still talking about vim, are we? Here's how Inny does his vimrc these days: First up, Autocomplete. I do all this on windows, but I try to make sure it runs on linux as well. I use Ctrl-n as my autocompleter, which I also map to ctrl-space (cuz visual studio). I used to use the plugin supertab for t...