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DerRidda

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Posts posted by DerRidda

  1. Okay, let me rephrase that:

     

    That block on the right of your keyboard with all the numbers? Forget about it! It has nothing to do with the issue, it can simply be used as a workaround.

     

    The issues is with the number keys 1-4 above the letter keys being always mapped to the transformation options I talked about which means they won't input the proper numbers into the input boxes ever. The + and - keys near the letters have the same issue because they are shortcuts for zooming in and out.

  2. As the title says. Even when an input field is selected, like editing the properties of any object from the scene list, these number keys are still mapped to changing these tools making proper input of values impossible. A workaround is to use the numblock but if you don't have one on your machine you are SOL on Linux for the time being.

     

    This also extends to the + and - keys on the alphanumerical block, again, the numblock ones will output the character.

  3. This issue includes the scene tab as well.

     

    I can actually cause a reliable UI lockup of the editor in the wake of this issue.

     

    Open "07-AI and Events.map" from the MyGame demo project.

    Go the the Scene tab

    Scroll up and down a bit and notice the scrolling locking up and causing a minor graphical glitch

    Attempt to scroll by dragging the scroll bar with the mouse cursor

    Notice the editor not responding anymore

     

    Sometimes this even turns into a deadlock instead of just a UI lockup.

  4. The options under IDE in the General tab of Preferences are nonfunctional.

     

    Whenever I select a font it doesn't persist till the next time I visit that menu and doesn't change the appearance of the code in the script editor.

     

    Code folding and line numbering are both checked by default but needless to say the code in the script editor is neither folded nor are the lines numbered. Unchecking them doesn't change that either.

     

    This is with locale workarounds applied (and without).

  5. On that note i might be worth pointing out that some of the UI elements in the editor are localized by default, like the Open, Save, Preferences and Cut/Copy/Paste menu options.

     

    That by itself isn't too bad despite being inconsistent and bad looking but in some cases the translated strings are too large for the buttons they are on. Like the add and remove buttons for Post Effects. See image: http://ubuntuone.com/2Wvlz26KHtG6y1C2MDsCvb

     

    So while you are on culture/locale issues maybe force the editor to only use the English localization everywhere.

    • Upvote 1
  6. First of, "the community" doesn't homogeneously make games but individuals in it do. "The Windows community" (whatever that might be) doesn't develop games either and you would never make such a nonsensical statement.

     

    With that in mind, the lead dev of Starbound is a Linux guy and that's actually where the game is build first before it is send to another dev for Windows and Mac compilation. Popular enough?

     

    Also don't put words in my mouth I never said, I only said you can't attribute the entire stretch amount to just OUYA/Android while also admitting that some people did back the project just for that. Wilfully misunderstanding somebody's statement to undermine it makes for really bad debate.

  7. Panz3r I ask you to stop making claims on the behalf of the entire linux community.

    There's plenty of developers for just about everything on Linux including games. I know plenty of Linuxers that have developed games in the past, currently are or are planning to do so in the future. Only very few people drop hundreds of dollars into a Kickstarter just because.

     

    It is also intelectually dishonest to claim that every bit of money given during the OUYA/Android strech goal phase was just for that one stretch goal. During stretch goals people still mainly give to support the core pitch, while some people are in it for the feature that this stretch goal offers and a different group of people wants to push for the stretch goals that come after which naturally means the first one has to be reached first.

     

    I have already added my 2 cents about dropping mobile support in the Steam forums but overall I can emphasize with the decision.

    • Upvote 3
  8. The editor generally seems to favor spawning windows right in the middle of the screen which usually means a window will spawn on the right screen (while my primary monitor is the left screen) or it will spawn right in the middle and the with some parts of the window on one screen and the others on the other screen.

     

    This isn't too bad for the initial launch bad as soon as i jave adjusted the window to the proper monitor additional windows spawned by the editor still go on the wrong screen.

     

    This can go as far as the entire editor swicthing screens when changing projects as that closes the old editor window and opens a new one on the wrong screen.

     

    Once the editor has been opened and placed, all newly spawned windows should go on the same screen by default which is a thing I know GTK can do.

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