Now casually working on this request. 😉 Sorry for the wait.
Mischief Aaron
Creator of
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Hello. I am not quite sure what's going on with the gap disappearing, but I can trigger it. Perhaps when I add the margin gap options it will be effectively resolved though as I'll be adding margins to the top and bottom of each rank. Those along with the separation between each row will be controllable for the vertical margin control and the space between each entry horizontally will also be controllable. I might end up breaking some more stuff though, hence why that's going to be saved for version 0.10 . I'll keep previous stable versions up longer as well from now on.
I released an update (0.9.3) that fixes up the drop placement so now it should be much better in that regard.
1 & 2 are the same problem?: I think I might know a solution, another sizing option should do it hopefully.
3: I've noticed it's a problem too & I'll try to fix it now. I use math to find the horizontal position of the 'placemarker' so it can snap cleanly, but it appears the offset is not taking into account the correct entry size to multiply by or may not be updating it correctly on load.
Thank you for another report! I'm sorry my program is having to keep up with your game list project. I'll try to make a test project with as many entries so I can replicate these issues and try to resolve them. It seems to be close to working as intended with three main issues:
- It looks like it doesn't update the vertical spacing properly on initial load of a project as we can see in rank 'A' of the first screenshot.
- The rank header sizes seem to be not updating after you move a section. I will see if this can be triggered by moving an entry as well.
- After updating it appears the tier background color's height breaks for some reason.
https://mischief-aaron.itch.io/tier-chart-creator/devlog/696382/version-09-now-w...
I have released a new update that I think you will be pleased to see. Let me know what you think.
Oh okay. So it is to my understanding that under certain conditions it does not show the scrollbar until it is updated on the document size. You are able to do this by picking up an entrant.
Those conditions to show the scrollbar; does it require you doing this after loading a file? Does it require you doing this after resizing the window?
I will investigate further either way on a Windows 11 machine to see what might need a trigger to update the scrollbar. I suspect there might be a disparity in how Godot handles the scrollbar across operating systems.
Thank you for the request! Yes, wrappable tiers. If a tier gets close enough to the end, it will extend downward instead of scrolling to the right. Does that sound correct?
And hm, I guess it should be the default if it works well enough, but I'll keep an option for the old horizontal scrolling style.
I'll try to give it a shot sometime this month for you!
It would appear based on the documentation for GDevelop that it has an extension that supports JSON data importing:
https://wiki.gdevelop.io/gdevelop5/extensions/jsonresource-loader
Instructions on how to install an extension are here: https://wiki.gdevelop.io/gdevelop5/extensions/search/
That should help get you get started before I can make a sample project.
If it supports JSON data importing, it should.
I'd be delighted to check in on GDevelop and see if that's possible sometime next month. If it works, I will consider having a downloadable example. I need more samples than the Godot one anyways to show it can be used in a variety of engines or frameworks.
Are you really that bothered that a few of my most recent posts bumped some old threads? Just what is your insinuation here anyways? That I am somehow enjoying posting to old threads? They are the newest ones relevant to my problem.
Fighter's Day I suggest you find something better to do with your time than policing the age of posts strangers respond to.
I have created some documentation that gives a tour of the program's essential features. Tell me what you think of it.
Check out this blog post for more information.
https://actiongameraaron.itch.io/squeaker/devlog/482232/the-user-manual-is-ready
I was able to replicate that the program will crash when the tree view is accessed after putting in text in the 'next' entry, but not creating that entry by accessing it. I have resolved the issue and the program will resume functionality instead of crashing by not attempting to display entries that do not exist yet.
I believe I fixed this issue in the very latest update. If you download the program again the issue should be resolved. I updated this page with information on the fix:
https://actiongameraaron.itch.io/squeaker/devlog/479618/version-0311-fixes-a-cou...
Thank you again for another bug report.
I was able to replicate that the program will crash when a new project is created followed by pressing the new project button. I have resolved the issue and the program will resume functionality instead of crashing.
I believe I fixed this issue in the very latest update. If you download the program again the issue should be resolved. I updated this page with information on the fix:
https://actiongameraaron.itch.io/squeaker/devlog/479618/version-0311-fixes-a-cou...
Thank you very much for your bug report.
Okay, I uploaded an update that addresses this issue. Details here:
https://actiongameraaron.itch.io/squeaker/devlog/274619/v0241-prevents-issues-wi...
Hopefully you won't run into this ever again!
Hello Cryoganix, thank you so much for your interest in Squeaker!
The case of releasing a MacOS version is currently a story of disappointment.
The biggest issue is I will want to test Squeaker myself natively, especially after I've noticed some edge cases where Godot exports are not exactly in parity between ports. I also have need of compiling the engine myself for managing modules so having the hardware itself is crucial for that compilation.
I actually have an older Intel Mac Mini and attempted to compile custom exports for the latest version of the engine with no success. My only reward was many unexplained segmentation faults, half a week wasted and several gigs of bandwidth eaten up by countless versions of XCode being downloaded & installed. I tried cross-compiling before that which was even more difficult.
My solution then is I'd need a Mac Mini M1 for testing while having more forward compatibility. There is also the $100 USD I'd need to pay annually for the developer license. Sorry to say, that is very unlikely as I am not getting that kind of money with my programs yet. Take note Windows has by far the majority market share in the consumer desktop market yet even releasing on that I can barely justify the cost of a copy of Windows 10.
While I want to support MacOS too, Apple isn't making it worth it for indie programs like Squeaker. We will see with the release of my latest game, perhaps that will change this situation in a year's time or so. Thank you for your understanding & I hope there is sooner a day that I can bring my programs to MacOS.
This game is supposed to be a somewhat accurate recreation of the original title's features and functionality so I cannot actually add much content-wise without contradicting that. However if you have any ideas on how to improve the game while keeping that in mind, I will consider it. Things like control, visual polish or convenience are good examples of acceptable feature requests.