I tried the new version and it worked, thanks!
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Hey there! I tried this out, and I think I may have run into a bug: I got to what felt like an ending trigger (giving an NPC the last crystal fragment), but nothing seemed to happen. Talking to the NPC would prompt to either "begin" or "wait", and both options did nothing.
A lot of the strategy lies in when to save/sacrifice your cards and how you arrange your party: If you're having trouble making it through, try mixing it up or using the mulligan to aim for a specific hand!
Heyo! This game is super cute, but I think I found a bit of a bug: if you start on an edge, you can drag around blocks and make "patterns" out of arbitrary blocks on the edges instead of actually connecting them.
Great job though, I love how bouncy the UI is!
Sure thing; looks like it's a name length issue from the stacktrace, so probably only repros with certain names:
$ ./Generator.exe pygame 2.0.1 (SDL 2.0.14, Python 3.9.4) Hello from the pygame community. https://www.pygame.org/contribute.html Traceback (most recent call last): File "C:\Users\catar\AppData\Local\Programs\Python\Python39\lib\site-packages\cx_Freeze\initscripts\__startup__.py", line 81, in run File "C:\Users\catar\AppData\Local\Programs\Python\Python39\lib\site-packages\cx_Freeze\initscripts\Console.py", line 36, in run File "Generator.py", line 44, in <module> File "Generator.py", line 40, in run_loop File "D:\OneDrive\ToolJam2021\PygameCode\TextAndImages.py", line 354, in input_screen File "<frozen importlib._bootstrap>", line 1007, in _find_and_load File "<frozen importlib._bootstrap>", line 986, in _find_and_load_unlocked File "<frozen importlib._bootstrap>", line 664, in _load_unlocked File "<frozen importlib._bootstrap>", line 627, in _load_backward_compatible File "<frozen zipimport>", line 259, in load_module File "D:\OneDrive\ToolJam2021\PygameCode\Exporter.py", line 69, in <module> File "D:\OneDrive\ToolJam2021\PygameCode\Exporter.py", line 41, in generatePersonSheet File "C:\Users\catar\AppData\Local\Programs\Python\Python39\lib\site-packages\xlsxwriter\workbook.py", line 186, in add_worksheet File "C:\Users\catar\AppData\Local\Programs\Python\Python39\lib\site-packages\xlsxwriter\workbook.py", line 762, in _add_sheet File "C:\Users\catar\AppData\Local\Programs\Python\Python39\lib\site-packages\xlsxwriter\workbook.py", line 811, in _check_sheetname xlsxwriter.exceptions.InvalidWorksheetName: Excel worksheet name 'Michele (the custom dynasty two)' must be <= 31 chars.
This is an interesting idea, but I ran into a couple issues while trying it out:
- the drag-and-drop file interface on web works on chrome, but not firefox; I'd recommend using a file input tag so you can click to open a system dialog in addition to natively supporting drag-and-drop
- the generated pngs seem to be slightly corrupted; I was able to open them in a browser, but another image viewer gave the error "libpng: IDAT: Extra compressed data; libpng: Not enough image data"
This seems like a decent start, but there are unfortunately quite a few issues preventing it from being useful:
- there's no metadata exported alongside the spritesheet that tells you how to retrieve a specific sprite
- there's no way to remove a sprite once added
- the sprites in the exported file don't match the scale of the original files, and linear interpolation is applied which will generally make pixel-art look worse
- the preview only updates when you save
- it always saves to a single file path instead of prompting where to save, overwriting any existing file without confirmation
Great UI on this one! The use is a bit narrow, but I like how playfully it's presented.
A couple minor bits of feedback:
- there's no import; not a big deal but it does feel a bit weird since there is an export
- there's no exit or window controls, so you're stuck in fullscreen and have to alt+f4 to get out
I've got it set to warn for any dither texture more than 256 total pixels (16x16); you can go larger if you accept the warning, but the drawing interface may slow down as it gets larger. The preview images can be pretty much as large as you want since the preview render is very simple.
oh, you have to use a very specific image layout for this to work: if you want to use the PICO-8 font, you'll need to first make a template in Fontsy with the intended width/height/character set, then copy the characters over from your PICO-8 image and re-import it (there's important data encoded into the grid borders of the layout Fontsy uses that tells it how to parse the characters)
I don't know why the choice of host would make a difference for this; are you sure you've included all the same files and deployed correctly in both cases? If you're getting a 404, my initial guess would be that the GitHub pages deployment is missing one or more files from the build output.
have you double-checked you're using the correct version of the package for your version of unity? there are different versions for 2020.1 and 2020.2
if you have, can you let me know what specific version of unity you're using?
I don't recall needing to do anything particularly special with the output. butler has a --json flag which I used; it's possible that also makes it avoid any special characters for the console?