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lexicon's Introduction

TabularElf

๐Ÿ“š๐Ÿ“š๐Ÿ“š๐Ÿ“š๐Ÿ“š๐Ÿ“š๐Ÿ“š๐Ÿ“š ๐Ÿ“š๐Ÿ“š๐Ÿ“š๐Ÿ“š๐Ÿ“š๐Ÿ“š๐Ÿ“š๐Ÿ“š ๐Ÿ“œ๐Ÿ“œ๐Ÿ“œ๐Ÿ“œ๐Ÿ“œ๐Ÿ“œ๐Ÿ“œ๐Ÿ“œ
Lexicon
Localization Library
Collage
Texture Page Builder/Manager
function_execute
Execute Functions/Methods with infinite arguments
Sonus
Advanced Audio System
Canvas
Surface Caching System
Convert ds_grid/map/list to struct/array equivalents and vice versa
Self-explanatory
Slice
Layer Wrapper
Lens
Camera Wrapper
array_2d
Brings back 2D arrays
Architect
Build Script Manager for GameMaker
SimThreads
Green Thread implementation
current_step
Accurrate frame counter
Gravatar-For-GameMaker
Gravatar Integration in GameMaker
Stickers
Vertex buffer-based decal solution for GameMaker 2022 LTS
Multiclient
Launching multiple clients directly from the IDE!

TabularElf's GitHub stats

About me

I'm TabularElf, an experienced programmer who mainly uses GameMaker.
I'm from Australia, and I love cats!

Programming Journey

I began my programming journey back when I was just 12 years old, and I got my very first laptop. Up to that point in my life, I had been using computers prior and always been fascinated in how computers worked, but never really understood them. As well as slightly intrigued in how games worked. I began by learning the basics of batch and visual basics on Windows 7. Mainly making small utilities from swapping your mouse buttons around for left-handed people to hiding entire files and folders. I didn't really expand my skillset up until I started playing games like Half-Life 2, Garry's Mod, Portal and Minecraft. At that point, I really wanted to make my own 2D infinite sandbox game. So I picked up GameMaker 8, which turned out to be slowly my most favourite game engine. It was never truly the fastest, and it lacked a lot of features that other game engines had. But it was really easy to just sit down and make something work. Over the past 10 years, I've been spending my time finetuning my skills in GameMaker, and slowly picking up other programming languages along the way.

Hobbies

  • Photography

  • Video editing

  • Music editing

  • Photo editing

  • Web Development

  • General Programming

  • Streaming

  • Art

I am referred to as

Preferred

  • TabularElf

  • Tab

  • Elf

  • Tabby

  • Tabitha

  • Tabby the Cat

  • Tablets

  • TubularElf

  • Table Elf

  • Duck Tab

  • TaBoolean

  • TabTab

Misc

  • TibularOlf

  • TubularRolf

  • TybularRofl

  • TabularAlf

  • Alf

  • Spectabular

  • Tablerone

  • Tablertwo

  • Tablermorethentwocuzicantcounthigher

  • Ular

  • Lare

  • Bula

  • Abu

  • 2 Spaces

  • Tabarna

  • Tabanana

  • Tarbonara

  • TabarnacularElph

  • TarbacularElf

  • Table Shelf

  • Taboo

  • TabularShelf

  • Tabularity

  • StabularElf

lexicon's People

Contributors

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Stargazers

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Watchers

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lexicon's Issues

Extend fallback system to find entries in other languages

Currently fallback languages/locale only looks up a language/locale if a specific language/locale doesn't exist.
Ideally we'd rather have a way to look up possible missing entries, and parse through those as well from other languages.

Allow lexicon_text to parse any text

Currently lexicon_text() only handles strings that are within the text entries. This slight addition will allow you to pass a string as the first argument for Lexicon to modify, allowing you to parse and replace text with the appropriate %S and %var%.

Reference any struct/objects variable in text entries.

Looking for towards v3.

Allows Lexicon to reference variables from other objects/structs.

i.e. %score% will default to any structs passed as an argument. If none of the structs contain "score", then it'll fall back to the object that called lexicon_text and then global if the object doesn't have it either.

Lexicon will also allow passing in direct references, skipping multiple checks.

%score% - References as per order (structs -> self -> global)

%object_index#score% - References the object provided

%self#score% - References self

%global#score% - References the global space.

%foo#score% - References as per order (structs -> self -> global), but treats foo as a struct and retrieves its variable.

This will also possibly allow additional strings returned to be passed through.

Add a config option for invalid text entries.

Currently if you provide foo.bar to lexicon_text and the text entry doesn't exist, it'll return foo.bar.
This would allow you to alter the value that Lexicon returns instead for invalid text entries.

lexicon_text advance cache key bug

Hi, great project, really useful... I think I found a cache bug in lexicon_text where it doesn't generate the correct cache key when you have LEXICON_CACHE_ARG_THRESHOLD (or more arguments).
It includes _textEntry in the cache key twice because it's not iterating the arguments correctly. The below 2 changes seem to work, hope they make sense:

for(var _i = 1; _i <= _count; ++_i) {       //change to <=
	if (_i > argument_count) break;
	_args[_i-1] = argument[_i];           //change to argument[_1];

for(var _i = 1; _i < _count; ++_i) {
if (_i > argument_count) break;
_args[_i-1] = argument[_i-1];

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