multiplayer
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G1_FLAG_BMP has the wrong name its the inverse of its name it is used to indicate that the sprite has transparency and will require blending with the background to produce the end result. The vast majority of images have this flag set.
It would be nice to have an option to pass G and ctx into the redact option in a long form move. The undoable property already has this option, so it should be fairly easy to implement. So it would looke like...
B: {
move: (G, ctx, ...args) => {},
redact: true/false or (G, ctx) => {},
},For my particular use case, I have moves in my game that should normally show
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Jun 12, 2022 - C++
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Jun 11, 2022 - Go
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Apr 29, 2022 - C
What happened:
Attempting to run a copy of the nodejs simple server image, it fails with the following message:
➜ nodejs-simple
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Jun 8, 2022 - TypeScript
If there are repeated matches, how does the evaluator expand horizontally?thanks
Describe the bug
The game freezes when receiving a message that does not fit in one line.
To Reproduce
Your System:
- OS: Windows 10
- Game version:
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Updated
Jun 9, 2022 - C++
Is your feature request related to a problem? Please describe.
When trying to implement a loading screen for switching scenes I tried using the OnSceneSwitchStarted event to start fading to black and OnSceneSwitched event to start fading the loading screen back to being transparent. The issue here is that OnSceneSwitchStarted and the call to SceneManager.LoadSceneAsync happen at the same time
My problem
When I select a textfield tab, I have to click a second time in the textbox.
Two tabs:

Select tab 2:

Another click for the textbox:

Required skills: Python
Difficulty: Easy
For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this: