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OpenNetBattle Public
Forked from Pheelbert/battlenetwork
An open source card-based battle engine written in modern C++
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UniformDieCast Public
C++11 provides chainable and iterable object for uniform die casts. Useful for statistics or table top RPG simulations.
C++ 12
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C-Python-like-Iterators Public
Using modern C++ and templates, provides a function `enumerate` that easily returns key-value pairs as seen in the Python programming language.
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Exploiting C++ language features, provide GLSL vector swizzling in compile time
C++ 5
74 contributions in the last year
Contribution activity
October 2022
Created 2 repositories
Opened 19 issues in 1 repository
TheMaverickProgrammer/OpenNetBattle
19
open
- Using chips during time freeze can consume next chip
- TimeFreeze chips skips hardcoded action delay
- Scene Lifetime Inconsistencies
- Sync Nodes not entirely in-sync in some situations
- You can force an action before the custom screen appears creating weird outcomes
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Engine should prevent
update()being ran on dying entities - More accurate "battle over" outcome
- Swapping chip in folder not always accurate
- Crosses Should Move to Dest tile before animating
- Is Bubble Status working?
- Lua sprites: AddTag(...) crash
- Inconsistent arguments for different types' on_spawn_func.
- BattleSceneBase::ProcessNewComponents() skips over components with IDs lower than the latest injected component
- folder sort by code should have * come after Z, not before A
- Artifacts possibly updating twice in a single frame
- Fire navi lava immunity
- Save and Read window sizes
- Tile reserved during slide can be grabbed even if an character is arriving on that tile
- Stun/Bubble Should Pause Movement


