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12:24 AM
To stream or not to stream. Hmmm...
 
@Tyyppi_77 What's the use of ImGUI? Is its intended use a debug/dev tool, or is it for actual end user GUI?
@PearsonArtPhoto I guess you'd get more done if you streamed :P
 
Probably.
 
I might be able to watch a little. I have a thing to test about cache optimization, so it's would probably be only half a screen, with only one ear plugged :P
 
 
7 hours later…
user92578
7:42 AM
@AlexandreVaillancourt Debug & dev I believe. I'm not sure how suitable it is for end user GUI but I remember reading that immediate gui isn't the best for that.
 
11:08 AM
0
Q: Tips on getting installs for google play

Finlay MorrisonSo i have made a game for google play, and i am struggling to get many installs and i dont think its because it looks bad, because there have been 3 store listing visitors, and 2 installs, so i'm wondering if there are any ways to get your app noticed with out spending a ton of money on advertisi...

Is this on-topic?
I'm kind of leaning towards no
But on the other hand, you could argue that it's about marketing a game
 
user92578
11:23 AM
I flagged as spam
 
user92578
11:50 AM
 
user92578
I've got more debug data in, still gotta add a few asset types and then clean some of the code
 
3:09 PM
@Tyyppi_77 Ok, I know someone used AntTweakBar for something similar, it looks like it serves the same purpose...
 
 
4 hours later…
7:13 PM
ugh! Pasting text into my UI doesn't work if the text comes from gedit (gnome-based application) but works fine from other applications.
Linux/X11 clipboard operations are a P.I.T.A.
clipboard.cpp:50 (GetItem): Formats "text/plain" and "text/" not found
clipboard.cpp:52 (GetItem): Format = TIMESTAMP
clipboard.cpp:52 (GetItem): Format = TARGETS
clipboard.cpp:52 (GetItem): Format = MULTIPLE
clipboard.cpp:52 (GetItem): Format = SAVE_TARGETS
clipboard.cpp:52 (GetItem): Format = GTK_TEXT_BUFFER_CONTENTS
clipboard.cpp:52 (GetItem): Format = application/x-gtk-text-buffer-rich-text
Of course it would have been too simple if the gnome app would offer "STRING" or "C_STRING" as the format.
Or "UTF8_STRING" or "TEXT" ...
I mean, there's only 5 common clipboard text format in X11/Xorg to choose from. Surely GTK can't possibly pick one of those.
 
8:12 PM
Trying to find any info about "SELECTION" (what x11 calls the clipboard) and "MULTIPLE" (one of the Atom names gedit/GTK offers) words so generic it makes Google search results completely useless.
 
8:34 PM
Ah screw it. Already wasted too much time trying to fix this for the <4% of Steam Linux users in the unlikely event they want to paste their level's name into the text box from another program.
I'll fix it after the game is out when I get around to it.
 
8:54 PM
Or just wait until the bug is reported :P
 
Other programs understand GTK's clipboard format somehow.
 
Maybe the didn't at release!
 
oh, you mean until the bug is reported to me. I thought you meant reported to GTK/gedit.
I'll fix it anyway at some point. Probably once I get back on my level editor as I use gedit a lot and will want to paste from it. It'll bug me to no end if I have to paste into an intermediate text editor then copy again.
 
9:19 PM
I like this font but it's also terrible.
 
9:31 PM
Aw it doesn't even have "éçèâ". Guess that settles it :P
it's difficult to find a stylish font that has a full Latin glyph set. And I haven't even looked at matching Asian scripts yet.
So far my only working & matching option is Mikachan with Comic Sans :P
Might have to do the user-editable text in a plain bland font and only stylize the rest of the UI.
 
10:18 PM
@StephaneHockenhull You won't find a good font, that has the asian alphabet and looks good as well
People simply fall back to a different font usually (look at overwatch for example)
 
There are good fonts but usually they're limited to kanas.
There are some nice Korean fonts too. But the full Chinese character set is near impossible.
 
At least of you got the chinese character set, then you'll have the Japanese too
They're almost identical
It's definitely possible, but you'll need to have to load chunks of the texture dynamically
 
I'm already doing that. It's all generated dynamically.
 
Or you know, just say that "due to space/memory/compatibility concerns, level names can only contain the letters of the latin alphabet, numbers and the <symbol list> symbols"
Also, for some reason, something I frequently see is that fonts, even ones containing tons of special character, don't contain "ő", and I don't know why
@StephaneHockenhull BTW
Do you want to regulate the names of the levels?
 
"例えば「みかちゃん」のフォント"
 
10:29 PM
I'm not an expert at kana, I can only read lile 30 characters out of the 52, but that looks good
 
Right now they're regulated to 16 codes. The edit box already has a valid-ranges feature. I'm going to add the valid range entries later.
 
_eke "mika chan" no te_shi_
 
My engine doesn't handle compose codes yet so that's not even an issue :P
"Mikachan" no "font"
FU-o-N-TO (font)
 
Yeah
I'll need to zoom in on it a bit
 
> Tiles Used: 8220/1048576 (0%)

In my dynamic font texture for this text and the menus.
Plenty of room for more glyphs :P
 
10:43 PM
You could fit the whole unicode library in that
And still have room left
 
And my system can allocate more textures if it needs to. It'll hurt rendering a bit due to the switching but it'll work. I can fix the switching using a multi-texture shader if it comes to that :P
 
How are you going to check Japanese, Chinese, Korean, etc. level names for vulgarity?
 
I probably wont at all. Welcome to the internet or stick to your friend's shared levels.
 
Fair point
 
I'm not sure if I'll put up a global server yet. Or if I do I might do it with ID codes that people can share so it doesn't list everything by default. Or some other user-driven way to share their levels.
 
11:25 PM
@StephaneHockenhull Yeah, that's what I meant :)
 

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