Search found 651 matches
- Sun Aug 13, 2017 12:57 am
- Forum: Support and Development
- Topic: Loading font with more than 127 Chars
- Replies: 26
- Views: 18154
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...
- Fri Aug 04, 2017 2:21 am
- Forum: Support and Development
- Topic: Loading font with more than 127 Chars
- Replies: 26
- Views: 18154
Re: Loading font with more than 127 Chars
Are you loading 256 characters because you want ANSI line drawing characters?
- Tue Jul 18, 2017 8:07 pm
- Forum: General
- Topic: Official Discord server
- Replies: 24
- Views: 38505
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.
- Fri Jun 30, 2017 3:40 pm
- Forum: General
- Topic: Official Discord server
- Replies: 24
- Views: 38505
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...
- Thu Jun 29, 2017 5:43 pm
- Forum: General
- Topic: Official Discord server
- Replies: 24
- Views: 38505
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.
- Mon Jun 05, 2017 3:32 pm
- Forum: General
- Topic: Good grid based movement
- Replies: 6
- Views: 8604
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...
- Thu Apr 20, 2017 7:43 pm
- Forum: Support and Development
- Topic: How to setup VIM
- Replies: 35
- Views: 36715
Re: How to setup VIM
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
- Wed Apr 19, 2017 11:59 pm
- Forum: Support and Development
- Topic: How to setup VIM
- Replies: 35
- Views: 36715
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
There's more tips here: http://vim.wikia.com/wiki/Moving_around
- Sat Apr 15, 2017 6:00 pm
- Forum: Libraries and Tools
- Topic: boipushy (Input handling)
- Replies: 18
- Views: 17048
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...
- Wed Mar 29, 2017 3:44 pm
- Forum: Support and Development
- Topic: How to setup VIM
- Replies: 35
- Views: 36715
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...