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@Emcee Flesher: challenge
Sunday, February 20, 2022 - 04:15

@Emcee Flesher: challenge accepted.

awesome.
Wednesday, February 16, 2022 - 15:31

awesome.

and i don't use a download manager.

i will give it a test run in the morning.

on my browser the page https:
Wednesday, February 16, 2022 - 13:42

on my browser the page https://bztsrc.gitlab.io/tirnanog-editor/

links to https://gitlab.com/bztsrc/tirnanog-editor/raw/binaries/tnge-i686-win-sta... from the download button

the 1.0rc binary i downloaded from https://gitlab.com/bztsrc/tirnanog-editor/-/blob/binaries/tnge-i686-win-...

only difference in the two urls is "/raw/" vs "/-/blob/"

raw gives me 1.0beta, blob gives me 1.0rc. still. just now. 2 minutes ago.

and with this binary which
Wednesday, February 16, 2022 - 02:25

and with this binary which was not on your website but found through gitlab, with verbose

https://youtu.be/mJkos7CVYs4

i just repeated the whole
Wednesday, February 16, 2022 - 02:05

i just repeated the whole process. downloaded this morning at 4:30 am from your website.

https://youtu.be/ilDiNVYDZ_A

same result

quite frankly i think editor
Tuesday, February 15, 2022 - 13:25

quite frankly i think editor icons are fine as is. "consistent looknfeel" is less important than "game making tool that actually makes games" at this point.

i just downloaded the binary
Tuesday, February 15, 2022 - 13:22

i just downloaded the binary right before i reported what happened, so it was newest.

here is a screengrab of what happens after creating new project, with cmd running editor in /v

it creates folder, extracts credits.txt and tnge closes. if i manually extract rest of lpc folder into the created project folder, i can open it and edit it, but new project only creates folder with credits.txt

@bzt Thank you, I'll probably
Tuesday, February 15, 2022 - 05:01

@bzt "Thank you, I'll probably do that. Or maybe I'll just go with a symbol-less version (I never intended to suggest this is a Playstation-only engine, and I don't want to suggest it is Xbox-only either, so probably the symbol-less will be the best)."

problem with symbol-less is how will anyone know what buttons are what? i imagine you wrote / intend to write your own gamepad parsing code. i am only familiar with how sdl lib does it, but i believe the actual identifiers for buttons are "povhat n e s w" for dpad and "1 2 3 4" for the face buttons in a backwards z shape starting from the south face buttons. that might be a good compromise? i dunno. i understand that ppl making games with tirnanaog will put whatever they want there, but i would think the vast majority of them will want to use the abxy setup, as it is most used on pc. 

i haven't really dove into tirnanog much, as i can't testrun anything i make with it. seems like trying to make something with it right now feels like an intellectual excercise than actually making something. i guess because my brain can't "see" what is made. it is something i am keeping an eye on though.

also this: i was unable to create a new project using the lpc package using the editor. it created the folder and teh credits files in my /user/myname/tirnanog folder but nothing else was extracted to that folder by tirnanog, and it did not recognize folder to open file. when i manually extracted archives content to same folder, i was able to open project and fiddle with it. win11.

how about some sort of community support forum for tirnanog in the future?

@bzt are you aware that the
Monday, February 14, 2022 - 04:57

@bzt are you aware that the TirNanog Player page 404s? https://bztsrc.gitlab.io/tirnanog-player is the link on your page. i am playing around with the editor but can't playtest without the player.

edit: nevermind, i see from your other forum post that it's not ready yet.

(No subject)
Monday, February 14, 2022 - 03:42

trying to keep room in the horizontal margins for shields and the like. wondering if i should work on leaving vertical margins for the same reason, hats helmets etc

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