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Thanks for that info, tho I actually meant if you could somehow make the Blocks map screen less huge?

I feel like there is a communication gap here. Blocks are sized to their content, and I can’t throw anything willy-nilly from them. I assume you are aware about zoom buttons and scroll-to-zoom/pinch-to-zoom gestures. It would be cool if you captured a video/sent photos of you using Whimtale’s Scenario editor on your device — maybe your issues come from weird UI scaling or something like that. Rn I don’t even know whether you’re using Whimtale on a PC, a tablet, or something else, and all they have settings for UI and font scaling that do affect web apps.

the Fit option actually made my Boxes so small that there was NO Text in ‘em once I’d made a fair-sized tree of code

Content of blocks gets hidden when zoomed out for performance reasons; I will experiment with large icons to visually communicate which block is which later, maybe also introduce performance settings to the scenario editor, but simply showing everything all the time does tank FPS on larger scenarios. (I added this simplification when I was working on a 100+ block scenario, and oh boy it was needed.) Current performance methods are not permanent, too; unfortunately, the devs of SvelteFlow (the framework for node-based interfaces) are not currently interested in improving their renderer, and writing one of my own will be beneficial for Whimtale and my future projects but will also take so much time that it is definitely happening after v1.0 release. Development is hard ¯\_(ツ)_/¯

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Here's a Screeny of the issue, but note that there's NO pop-ups of text showing cut-off text, as I'm on a Chromebook and my page zoom is set to 80% in order to see all of a webpage's things, etc, and I can't SS the popup due to press-holding the SS shortcut keys (and there's no right-click menu to take a SS with the trackpad). I'm gonna post the rest of my replies after this pic (couldn't find how to put more AFTER my pic below!).

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I understand that programming's hard (most I ever did was alter monster stats in Luanti [formerly Minetest], but that was just editing existing code for the most part, and some coding in OHR), so just take your time.

As for the rest of your replies, thanks for more details once again, but I'm quite sure you'll get what I was asking when I tell you this: I simply meant, is there a way you can make the infinite space of Blocks (in Actor Scenarios) less-huge? I realize you wanna give us an ever-growing/expanding area to put our code blocks into, but shouldn't you limit the size that it can get rather than make it an infinite space?

Lastly, now that you know that I wasn't asking for just a way to avoid cut-off text, but also limiting the infinite space (which I'd guess'd also have Performance issues if someone were to fill a big enough area with too much code?! [like what happens in Bitsy if your game has too many exits, code, or is too long!]), I'm all about Performance (hell, I used to play PS2 games in an emulator and I'd ALWAYS set it so that it was playable; who cares about pretty gfx!), so don't get swamped with trying to fix stuff in Blocks that don't need fixing (eg. leave the: zoom-out makes boxes lose their text :alone!).

Thanks for such a fast reply, I appreciate it. :)

shouldn’t you limit the size that it can get rather than make it an infinite space?

Sounds like a bad idea to me and a strange thing to ask, to forcibly restrict the scripting area and thus the maximum amount of blocks you can manage in one actor. Especially for me after making such horrors as this “simple” battle system:

spaghetti

In Unreal Engine’s Blueprints language, there is an option to collapse a set of blocks into one, to preserve space and also group blocks — essentially a scenario inside a scenario. There’re also ways to declare reusable functions in a similar fashion in UE. I would like to implement something like that one day.

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Well, I'm just thinking of Performance issues, that's all.

I've 2 final questions and 1 important SECURITY Alert for you.

     Security Alert (if I try to just even save an image on here):

Security Warning: Recently, scammers have been posting comments sharing fake update and download links for the game. These links lead to malware. Official game updates are always on the game's itch.io page, never from external links in comments.

1. Hollow Woods: I saw the banner of this on one of your posts below (115 Days Ago). Is it an actual game you're making?

2. How do I access your default TileSet within WT? I've found no button about it, yet your v0.6.0 Update clearly shows it (under Import Tiles), along with Asset Browser, which is where??? I re-made your 2 Tutorials via drawing your 'granny' and other assets in WT, since I couldn't find your default TS.

PS: Do you plan to release the source code for your Battle System? (Since you can't see any text from your pic.) As you may know, someone made an RPG System awhile back for Bitsy, which is very simple compared to yours for Whimtale. 

PPS: Thanks for the v1.0.0 Update! (I read the page for it, but the only 2 things I noticed that mattered to me were: Up-Down Arrows BUG Fixed, and do I see that you slowed-down Player Movement Speed somewhat? Yes! But SADLY, I still have the Actor Scenario Blocks' ToolTips Text being Cut-Off issue!)

Thanks again for your time, as always, and have a great day. :)

Though you've explained about the WT engine and its limits with ToolTips, here's what I could glean from a brave search (FWIW):

In general software or web-based interfaces, tooltip cutoffs are often caused by CSS properties such as overflow: hidden on parent containers, which clips content that extends beyond the element's boundaries. Adjusting the overflow property to visible or ensuring the tooltip container dynamically resizes to fit its content can resolve this. For instance, in a CSS tooltip, if the parent element restricts overflow, the tooltip text may be cut off unless the overflow is explicitly set to visible.

Additionally, in some cases, specific characters like commas or semicolons in the tooltip text can cause truncation in certain editors, such as the Buff Editor in Warcraft III, where text is cut at the first comma or semicolon. This behavior may be due to how the engine parses the string, and the workaround is to avoid using such punctuation or restructure the text.

In summary, tooltip cutoffs are typically due to either hard limits in the engine, CSS overflow settings, or parsing issues with special characters. Solutions involve adjusting the content structure, modifying CSS rules, or using engine-specific configuration options.

PS: Do you have a list hidden within WT itself of all the ToolTips?

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a brave search

Ew
Not like I don’t consult with AI sometimes myself, but in-search AIs are stupid and definitely lack the required context.

SADLY, I still have the Actor Scenario Blocks’ ToolTips Text being Cut-Off issue!

Busy with other stuff atm.

  1. Hollow Woods: I saw the banner of this on one of your posts below (115 Days Ago). Is it an actual game you’re making?

It was before I nuked it like an idiot.

  1. How do I access your default TileSet within WT?

Through the 📂 button on Hero, Actors, or Props tabs:

do I see that you slowed-down Player Movement Speed somewhat?

Nope, you’re hallucinating 😛