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gamecreator's Issues

Clean up export options in Save Tool

Need to remove the export button completely when it's not needed.

image

Also, export options should only be displayed/enabled after saving the file type. Right now it's tied to the tab but this should refresh after saving so you can't just hit the tab and export.

Draw Pixel(x, y, color)

"DrawPixels is good but when array is defined as 1x1 and not as 8x8, then display position must be set as [x,y-8] for correct position on screen."

Mac full screen issue

On Mac, scale mode stretches the display and does not respect the correct aspect ration of the editor.

Create new URI system for loading games

Should be able to use a standardized path system for loading games. The root should automatically resolve to the correct path on the user's system. There should be two roots, System (internal) and Workspace (user defined).

Scale throws InvalidCastException error

If you change the scale in the settings tool, then reload the settings tool it throws an InvalidCastExecption error.

image

Here is the full error:

InvalidCastException: Cannot cast from source type to destination type.
GameCreator.GameCreatorRunner.get_scale () (at Assets/GameCreator/Scripts/GameCreator/GameCreatorRunner.cs:479)
GameCreator.Services.RunnerService.get_scale () (at Assets/GameCreator/Scripts/GameCreator/Services/RunnerService.cs:166)
GameCreator.Bridges.EditorBridge.get_scale () (at Assets/GameCreator/Scripts/GameCreator/Bridges/EditorBridge.cs:625)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
MoonSharp.Interpreter.Interop.PropertyMemberDescriptor.GetValue (MoonSharp.Interpreter.Script script, System.Object obj) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/PropertyMemberDescriptor.cs:159)
MoonSharp.Interpreter.Interop.BasicDescriptors.DispatchingUserDataDescriptor.TryIndex (MoonSharp.Interpreter.Script script, System.Object obj, System.String indexName) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/DispatchingUserDataDescriptor.cs:311)
MoonSharp.Interpreter.Interop.BasicDescriptors.DispatchingUserDataDescriptor.Index (MoonSharp.Interpreter.Script script, System.Object obj, MoonSharp.Interpreter.DynValue index, Boolean isDirectIndexing) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Interop/BasicDescriptors/DispatchingUserDataDescriptor.cs:235)
MoonSharp.Interpreter.Execution.VM.Processor.ExecIndex (MoonSharp.Interpreter.Execution.VM.Instruction i, Int32 instructionPtr) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_InstructionLoop.cs:1329)
MoonSharp.Interpreter.Execution.VM.Processor.Processing_Loop (Int32 instructionPtr) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_InstructionLoop.cs:221)
MoonSharp.Interpreter.Execution.VM.Processor.Call (MoonSharp.Interpreter.DynValue function, MoonSharp.Interpreter.DynValue[] args) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor.cs:67)
MoonSharp.Interpreter.Script.Call (MoonSharp.Interpreter.DynValue function, MoonSharp.Interpreter.DynValue[] args) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Script.cs:483)
MoonSharp.Interpreter.Script.Call (MoonSharp.Interpreter.DynValue function) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Script.cs:442)
MoonSharp.Interpreter.Script.Call (System.Object function) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Script.cs:513)
PixelVisionRunner.Chips.LuaGameChip.Init () (at Assets/UnityRunner/Assets/Runner/Scripts/Chips/LuaGameChip.cs:44)
PixelVisionSDK.Chips.ChipManager.Init () (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/Chips/ChipManager.cs:96)
PixelVisionSDK.PixelVisionEngine.RunGame () (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/PixelVisionEngine.cs:173)
GameCreator.GameCreatorRunner.RunGame () (at Assets/GameCreator/Scripts/GameCreator/GameCreatorRunner.cs:635)
GameCreator.GameCreatorRunner.RunLoadedGame () (at Assets/GameCreator/Scripts/GameCreator/GameCreatorRunner.cs:591)
GameCreator.GameCreatorRunner.PreloaderComplete () (at Assets/GameCreator/Scripts/GameCreator/GameCreatorRunner.cs:406)
GameCreator.Services.RunnerService.PreloaderComplete () (at Assets/GameCreator/Scripts/GameCreator/Services/RunnerService.cs:141)
GameCreator.Bridges.EditorBridge.PreloaderComplete () (at Assets/GameCreator/Scripts/GameCreator/Bridges/EditorBridge.cs:430)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
MoonSharp.Interpreter.Interop.MethodMemberDescriptor.Execute (MoonSharp.Interpreter.Script script, System.Object obj, MoonSharp.Interpreter.ScriptExecutionContext context, MoonSharp.Interpreter.CallbackArguments args) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/MethodMemberDescriptor.cs:200)
MoonSharp.Interpreter.Interop.OverloadedMethodMemberDescriptor.PerformOverloadedCall (MoonSharp.Interpreter.Script script, System.Object obj, MoonSharp.Interpreter.ScriptExecutionContext context, MoonSharp.Interpreter.CallbackArguments args) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/OverloadedMethodMemberDescriptor.cs:153)
MoonSharp.Interpreter.Interop.OverloadedMethodMemberDescriptor+<GetCallback>c__AnonStorey0.<>m__0 (MoonSharp.Interpreter.ScriptExecutionContext context, MoonSharp.Interpreter.CallbackArguments args) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/OverloadedMethodMemberDescriptor.cs:425)
MoonSharp.Interpreter.CallbackFunction.Invoke (MoonSharp.Interpreter.ScriptExecutionContext executionContext, IList`1 args, Boolean isMethodCall) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/DataTypes/CallbackFunction.cs:58)
MoonSharp.Interpreter.Execution.VM.Processor.Internal_ExecCall (Int32 argsCount, Int32 instructionPtr, MoonSharp.Interpreter.CallbackFunction handler, MoonSharp.Interpreter.CallbackFunction continuation, Boolean thisCall, System.String debugText, MoonSharp.Interpreter.DynValue unwindHandler) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_InstructionLoop.cs:720)
MoonSharp.Interpreter.Execution.VM.Processor.Processing_Loop (Int32 instructionPtr) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_InstructionLoop.cs:115)
MoonSharp.Interpreter.Execution.VM.Processor.Call (MoonSharp.Interpreter.DynValue function, MoonSharp.Interpreter.DynValue[] args) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor.cs:67)
MoonSharp.Interpreter.Script.Call (MoonSharp.Interpreter.DynValue function, MoonSharp.Interpreter.DynValue[] args) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Script.cs:483)
MoonSharp.Interpreter.Script.Call (MoonSharp.Interpreter.DynValue function, System.Object[] args) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Script.cs:502)
MoonSharp.Interpreter.Script.Call (System.Object function, System.Object[] args) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Script.cs:525)
PixelVisionRunner.Chips.LuaGameChip.Update (Single timeDelta) (at Assets/UnityRunner/Assets/Runner/Scripts/Chips/LuaGameChip.cs:55)
PixelVisionSDK.Chips.ChipManager.Update (Single timeDelta) (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/Chips/ChipManager.cs:112)
PixelVisionSDK.PixelVisionEngine.Update (Single timeDelta) (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/PixelVisionEngine.cs:190)
BaseRunner.Update () (at Assets/UnityRunner/Assets/Runner/Scripts/BaseRunner.cs:331)
GameCreator.GameCreatorRunner.Update () (at Assets/GameCreator/Scripts/GameCreator/GameCreatorRunner.cs:735)

Need PlayRawSound() method

Need a way to play raw sounds at any time. Should be able to pass in an SFXR string and have it just play the sound back.

Use-case would be in tools when they need to play system error sounds or when taking a screenshot during a game to let the user know it was successful.

Should there also be a set of system sounds loaded into the bios that can be accessed by tools at any time?

Consolidate system tools

Need to create a universal file picker and text editor that can be triggered from other tools.

A use case would be the save tool needing to add a description to a game. The user would pick the edit description button, it would open up a text editor (with defined character limits) and then when saving, pass the data back to the save tool so it can be written into the game file.

Another use case would be clearing the trash. Clicking on the explore trash button from the system settings would open a generic file picker configured to manager removing files.

The end goal is to help consolidate tool logic and create more reusable functionality across tools that need to perform similar tasks.

Clean up Sprite Editor Tools

Need to add a separate mode for editing sprites. The toolbar should show the edit icon (which toggles the new mode) then remove the erase and move the icons up. The last icon should be the mask toggle that switches between the background color and the mask color.

image

When you hit the edit button it should change the screen to replace the full picker with a half picker and color picker for drawing. This still needs to be thought out.

Music tool config has no mouse

There is an issue where the mouse disappears on the Music tool when you go to configure it. This has something to do with this bug.

The problem is with scrolling on the Y axis and the DrawSprites method not reading the correct Y offset so it thinks the mouse is off screen.

Tileflag 15 is recognised as 14

https://itch.io/t/79568/tileflag-15-is-recognised-as-14

I created flags with this spritesheet: https://www.dropbox.com/s/b0yxwz2jbt2z3q3/collisionflags.png?dl=0

I use this spritesheet as tiles in Tiled and export as advised to tilemap-flags.png. For some reason, the brightest flag (which should be 15) is read as 14.

Rest works as intended (although I am using 0 to 4 so far)

This is my tilemap-flags.png: https://www.dropbox.com/s/g84yjy62gaitgze/tilemap-flags.png?dl=0

Need to change "Open" to "Launch" in File Picker Tool

Need to change the text on the open button along with the help. This launch button should run a game or tool without replacing the contents of the Game dir. This will also match up better with the Import button which is now being used for assets packs and system tools.

Need to fix WebGL template build script

The build script is not getting the correct path to the template after it is compiled so the Zip created has a "nested" build path inside of it.

image

Need to modify the build script to use the correct path when creating the Zip template so this doesn't have to be cleaned up by hand.

Escape should exit currently playing game

Hitting escape when running a game should exit the current game and go directly to the last tool. Hitting escape in a tool will do nothing since you can't exit a tool. In order to run a game, hit Ctrl + 1 which is the quick launch for playing a game.

Create new documentation

Need to create new docs for the following topics:

  • Using external editors
  • Display Tool
  • Sprite Editor Tool
  • Sfx Tool
  • UI style guide

There should be resolution limits

Right now you can increase the resolution with no limit. Perhaps there should be a limit at QVGA which is 320 x 240? Wikipedia states that 3rd gen systems didn't go above CGA resolution at 320 x 200. While 480p resolution does work, it appears to be very slow.

Need to address this in PV8 SDK and the Game Creator.

Move all core workspace files into Streaming Assets folder

Need to move all of the core games, tools, systems and art packs into the Streaming Assets folder of the Game Creator instead of using an internal zip:

  • All built in files should be in the Streaming Assets folder
  • Remove dependency on bios to store required workspace files.
  • Rebuild automation to place correct core files in the project Streaming Assets folder, so they are included in each build.

The long term goal is to separate core files from user generated content. The workspace should only contain user generated content. To access built in content, there should be a tab in the file picker allowing you to open a copy of a source file. Saving it will add it to your workspace. This will be dependant on updating the UI of the File Picker Tool.

Editing System Tool breaks Display Tool

When editing the system tool, the display tool throws an out of bounds index error. While this doesn't affect production, there is an issue with trying to render too many colors which needs to be looked at.

DrawSprites draws sprites at bad position if you ScrollPosition over Y (over X works fine)

Hi, so title says all.

I have simple camera system in place that is based on player position in the world.

Camera position is set like this:


    function Init()
        glCamera.xPlayerOffset=glScreenPixelWidth/2
        glCamera.yPlayerOffset=glScreenPixelHeight/2
[...]
    function Update()
        glCamera.x=math.max(0,math.min(glPlayer.x-glCamera.xPlayerOffset,
            glTilemapPixelWidth))
        glCamera.y=math.max(0,math.min(glPlayer.y-glCamera.yPlayerOffset,
            glTilemapPixelHeight))  

It makes sure that screen is always centered on player unless we hit bounds of map (0,0 or tilemap size).
I am scrolling stuff with ScrollPosition() and this is my order of calling stuff:

function Draw()
    Clear()
    ScrollPosition(glCamera.x,glCamera.y)
    DrawTilemap()
    DrawObjects()
end

Where DrawObjects() iterates over dynamic objects in the game and draws them using DrawSprites().

If I move player only on X axis, everything works as expected, but if I moved player over Y axis (or both) dynamic objects, drawn with DrawSprites, are somehow scrolling with camera (but only over Y axis) - and I made sure that those objects doesn't change position.

Clearing a sprite doesn't refresh picker

When working in the Sprite Tool, using the sprite clear button clears the sprite, updates the preview window but doesn't update the picker selection. This need to correctly update the selection in the picker and not force a refresh to the entire page which would slow down clearing sprites.

image

Scale value isn't saved correctly

Looks like the Game Creator is not saving the correct value for the scale. It should be "scale" in the bios but when it is updated in the Display Tool the value is saved as "Scale".

MultiFinder support

Need to create a way to load multiple tools up at once. Model this after Mac System 6's MultiFinder which allowed loading apps into memory, quickly switching between them and having a set amount of memory for each tool to run in. Games being edited in memory should also be confined to the system memory.

This should help speed up the process of switching between games and tools.

Need to double click actions that modify the workspace

In the File Picker tool, any action that will modify the workspace should require a double press.

For example, if you want to delete a file, pressing the button the first time tells you what will happen then pressing it a second time will perform the action.

image

Disable play button in tools when no game exists

The play button shouldn't be highlighted if there is no game to play.

When hitting Ctrl + 1 from a tool and no game exists it should show an error message (and possibly play an error sound).

Make tool Title dynamic

Need to use the Font Chip to render out the tool title and remove the tool description. The description should show up in the tool message when it has loaded up.

This will help free up more space for the UI and also make tools faster to load up. This will also be critical when working on making tools shared so their title or instruction text can be dynamically changed based on their use.

Game Creator not responding for few secs. after going into/restarting the game

To clarify title, I mean I am waiting longer when starting or restarting game and GC freezes for few seconds at first.
Started a while ago and looks like it is related to some of my code changes although I can't put my finger on what caused it. My first guess it is related to amount of code I have in other lua files I load at start (from Lib folder).
I separated my code recently I have now 8 LoadScript calls with varying size of code in each file.

I don't want to upload my project here, but I messaged link to project in email.

Mac French keyboard Ctrl + 1 issues

There are reports of Ctrl + 1 not working on French keyboard layouts. Need to figure out how to remap or offer a solution for non-us keyboard layouts.

Drawing tiles outside of the tilemap bounds throws an error

Ran into an error where trying to draw tiles outside of the tilemap's bounds throws an error.

image

Here is the full output from Unity:

IndexOutOfRangeException: Array index is out of range.
PixelVisionSDK.Chips.TilemapChip.ReadDataAt (int,int,int) (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/Chips/Graphics/TileMapChip.cs:294)
PixelVisionSDK.Chips.TilemapChip.ReadDataAt (PixelVisionSDK.Chips.TilemapChip/Layer,int,int) (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/Chips/Graphics/TileMapChip.cs:287)
PixelVisionSDK.Chips.TilemapChip.ReadSpriteAt (int,int) (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/Chips/Graphics/TileMapChip.cs:349)
PixelVisionSDK.Chips.GameChip.Tile (int,int,System.Nullable`1<int>,System.Nullable`1<int>,System.Nullable`1<int>) (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/Chips/Game/GameChip.cs:1310)
PixelVisionSDK.Chips.GameChip.UpdateTiles (int,int,int,int[],System.Nullable`1<int>,System.Nullable`1<int>) (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/Chips/Game/GameChip.cs:1412)
(wrapper dynamic-method) System.Runtime.CompilerServices.ExecutionScope.lambda_method (System.Runtime.CompilerServices.ExecutionScope,object,object[]) <IL 0x00089, 0x00300>
MoonSharp.Interpreter.Interop.MethodMemberDescriptor.Execute (MoonSharp.Interpreter.Script,object,MoonSharp.Interpreter.ScriptExecutionContext,MoonSharp.Interpreter.CallbackArguments) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/MethodMemberDescriptor.cs:195)
MoonSharp.Interpreter.Interop.FunctionMemberDescriptorBase/<GetCallback>c__AnonStorey0.<>m__0 (MoonSharp.Interpreter.ScriptExecutionContext,MoonSharp.Interpreter.CallbackArguments) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/MemberDescriptors/FunctionMemberDescriptorBase.cs:83)
MoonSharp.Interpreter.CallbackFunction.Invoke (MoonSharp.Interpreter.ScriptExecutionContext,System.Collections.Generic.IList`1<MoonSharp.Interpreter.DynValue>,bool) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/DataTypes/CallbackFunction.cs:58)
MoonSharp.Interpreter.Execution.VM.Processor.Internal_ExecCall (int,int,MoonSharp.Interpreter.CallbackFunction,MoonSharp.Interpreter.CallbackFunction,bool,string,MoonSharp.Interpreter.DynValue) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_InstructionLoop.cs:720)
MoonSharp.Interpreter.Execution.VM.Processor.Processing_Loop (int) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_InstructionLoop.cs:115)
MoonSharp.Interpreter.Execution.VM.Processor.Call (MoonSharp.Interpreter.DynValue,MoonSharp.Interpreter.DynValue[]) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor.cs:67)
MoonSharp.Interpreter.Script.Call (MoonSharp.Interpreter.DynValue,MoonSharp.Interpreter.DynValue[]) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Script.cs:483)
MoonSharp.Interpreter.Script.Call (MoonSharp.Interpreter.DynValue) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Script.cs:442)
MoonSharp.Interpreter.Script.Call (object) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Script.cs:513)
PixelVisionRunner.Chips.LuaGameChip.Init () (at Assets/UnityRunner/Assets/Runner/Scripts/Chips/LuaGameChip.cs:44)
PixelVisionSDK.Chips.ChipManager.Init () (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/Chips/ChipManager.cs:96)
PixelVisionSDK.PixelVisionEngine.RunGame () (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/PixelVisionEngine.cs:173)
GameCreator.GameCreatorRunner.RunGame () (at Assets/GameCreator/Scripts/GameCreator/GameCreatorRunner.cs:649)
GameCreator.GameCreatorRunner.RunLoadedGame () (at Assets/GameCreator/Scripts/GameCreator/GameCreatorRunner.cs:605)
GameCreator.GameCreatorRunner.PreloaderComplete () (at Assets/GameCreator/Scripts/GameCreator/GameCreatorRunner.cs:341)
GameCreator.Services.RunnerService.PreloaderComplete () (at Assets/GameCreator/Scripts/GameCreator/Services/RunnerService.cs:141)
GameCreator.Bridges.EditorBridge.PreloaderComplete () (at Assets/GameCreator/Scripts/GameCreator/Bridges/EditorBridge.cs:422)
(wrapper dynamic-method) System.Runtime.CompilerServices.ExecutionScope.lambda_method (System.Runtime.CompilerServices.ExecutionScope,object,object[]) <IL 0x0000b, 0x0009d>
MoonSharp.Interpreter.Interop.MethodMemberDescriptor.Execute (MoonSharp.Interpreter.Script,object,MoonSharp.Interpreter.ScriptExecutionContext,MoonSharp.Interpreter.CallbackArguments) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/MethodMemberDescriptor.cs:195)
MoonSharp.Interpreter.Interop.OverloadedMethodMemberDescriptor.PerformOverloadedCall (MoonSharp.Interpreter.Script,object,MoonSharp.Interpreter.ScriptExecutionContext,MoonSharp.Interpreter.CallbackArguments) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/OverloadedMethodMemberDescriptor.cs:153)
MoonSharp.Interpreter.Interop.OverloadedMethodMemberDescriptor/<GetCallback>c__AnonStorey0.<>m__0 (MoonSharp.Interpreter.ScriptExecutionContext,MoonSharp.Interpreter.CallbackArguments) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Interop/StandardDescriptors/ReflectionMemberDescriptors/OverloadedMethodMemberDescriptor.cs:425)
MoonSharp.Interpreter.CallbackFunction.Invoke (MoonSharp.Interpreter.ScriptExecutionContext,System.Collections.Generic.IList`1<MoonSharp.Interpreter.DynValue>,bool) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/DataTypes/CallbackFunction.cs:58)
MoonSharp.Interpreter.Execution.VM.Processor.Internal_ExecCall (int,int,MoonSharp.Interpreter.CallbackFunction,MoonSharp.Interpreter.CallbackFunction,bool,string,MoonSharp.Interpreter.DynValue) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_InstructionLoop.cs:720)
MoonSharp.Interpreter.Execution.VM.Processor.Processing_Loop (int) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor_InstructionLoop.cs:115)
MoonSharp.Interpreter.Execution.VM.Processor.Call (MoonSharp.Interpreter.DynValue,MoonSharp.Interpreter.DynValue[]) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Execution/VM/Processor/Processor.cs:67)
MoonSharp.Interpreter.Script.Call (MoonSharp.Interpreter.DynValue,MoonSharp.Interpreter.DynValue[]) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Script.cs:483)
MoonSharp.Interpreter.Script.Call (MoonSharp.Interpreter.DynValue,object[]) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Script.cs:502)
MoonSharp.Interpreter.Script.Call (object,object[]) (at Assets/UnityRunner/Assets/Plugins/MoonSharp/Interpreter/Script.cs:525)
PixelVisionRunner.Chips.LuaGameChip.Update (single) (at Assets/UnityRunner/Assets/Runner/Scripts/Chips/LuaGameChip.cs:55)
PixelVisionSDK.Chips.ChipManager.Update (single) (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/Chips/ChipManager.cs:112)
PixelVisionSDK.PixelVisionEngine.Update (single) (at Assets/UnityRunner/Assets/PixelVisionSDK/Engine/PixelVisionEngine.cs:190)
BaseRunner.Update () (at Assets/UnityRunner/Assets/Runner/Scripts/BaseRunner.cs:331)
GameCreator.GameCreatorRunner.Update () (at Assets/GameCreator/Scripts/GameCreator/GameCreatorRunner.cs:838)

Pagination jumps to end when changing values

On any tool using pagination, if you change the page value to something smaller than what currently exists, the current selection automatically jumps to the last page.

To test this, select the first page and change the value from 4 to 3. The selection will go to 3. The logic is correct when you are on 3 and change the value to below the current selection.

The fix should be if you change the page value, it only goes to the last page if the new total is less than the current selection.

Colors

Hi,

  1. when color is changed in Color editor and pressed save, new palete is not save to image. I don't understand if colors are saved as pixel data or is changed only color palette in png file.

AndyGFX

Add support for asset projects (.pva)

Need to add in support for asset projects. These should only consist of artwork or possibly other files, that can be used as a starting place for building a game. These projects shouldn't contain system content and when selected from the file picker, they can be imported into an existing project.

New documentation

Need to create new docs on the following topics:

  • Controller Tool
  • Tilemap Editor Tool
  • Music Tool
  • Editing Tools
  • Saving Tools
  • Tool APIs
  • Simulating Palettes
  • Using Tiled

The browser could not allocate enough memory for the WebGL content.

I exported my project to webgl. When I try to run it locally on firefox, I get alert "The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings."

Tried changing TOTAL_MEMORY value in Pixel Vision 8 Runner v0.7.2.json to be twice as big (as there is no single place giving information how much I use and how much I have, etc.) and that didn't help.

StreamingAssets/SampleLuaGame.pv8 have 109kb
Build/Pixel Vision 8 Runner v0.7.2.asm.code.unityweb have 3513kb
Build/Pixel Vision 8 Runner v0.7.2.data.unityweb have 1720kb

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