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3stadt

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A member registered Nov 07, 2016

Recent community posts

That’s great to read, thank you for the quick reply! :)

The state currently is really a prototype, I have map generation and movement, so nothing to show for yet.

The plan is to have a coworking companion app for twitch streams. Pomodoro timer, during a work phase the chat can interact with the game.

Will take some time to finish, but ofc I’ll credit you! <3

For the license itself, my plan was to use the REUSE spec 3.3, based on the example from github fsfe/reuse-example (with a REUSE.toml for asset directories) in addition to an adapted root level license file that mentions that 3rd party assets remain under their licenses, I hope that is fine with you. All code I create myself will be MIT/Expat.

Amazing, exactly what I am looking for at the moment! I would wait for the Dev or Master tier and buy it then, but I have a question: The game I’m developing will be open source, which means assets would be available by default, although still under their respective license. Does this work with this pack or would I need to have a dummy pack on GitHub and switch out the assets when compiling? I am unsure because technically every game can be decompiled anyway, but having them in the repo is still another thing.

To my knowledge that’s currently not possible.

There is a workaround for C# by using RedirectStandardOutput:

using (Process butler = new Process())
{
    butler.StartInfo.FileName = "butler.exe";
    butler.StartInfo.Arguments = "your butler args";
    butler.StartInfo.UseShellExecute = false;
    butler.StartInfo.RedirectStandardOutput = true;
    butler.StartInfo.RedirectStandardError = true;              
    butler.Start();
    butler.WaitForExit();
}

This is basically the example from the ms docs. :)

For reference, this happens when running validate on a .itch.toml file containing only this:

[[actions]]
name = "Let's go already!"
path = "FooBar.exe"

[[actions.locales.fr]]
name = "Allons-y!"

[[actions.locales.de]]
name = "Gehen wir bereits!"
(1 edit)

Hi everyone!

I’m trying to add custom actions to my .itch.toml app manifest.

It works, what doesn’t work is the translation. Even with the bare example mentioned in the documentation I get this error when running butler validate .:

∙ Validating 161 B manifest at (.itch.toml)
error: Decoding error:
decoding manifest: 2 error(s) decoding:

* 'Actions[0].Locales[de]' expected a map, got 'slice'
* 'Actions[0].Locales[fr]' expected a map, got 'slice'

Am I doing something wrong or is this functionality currently not working as described in the documentation?

Kind regards, 3stadt

I exported a project of my own and used the resulting exe to run the Sprout pck. Now everything works - so most likely nothing is wrong with your code. Strange.

Sprout community · Created a new topic Crash on windows

Hi! :-)

Not sure how the controls are in the game, but I walk a bit and after a couple of right clicks the game freezes and then crashes without an error or smth.

How would I get a debug log to see what’s going on?