RetroPipes

Results 33 comments of RetroPipes

That works for me - I did exactly that to test stuff, and the tool pulls in the new version A-OK. So at least there's a workaround, and since you're...

Electron supports ARM now, though we'd have to jump several major versions to get there, which creates its own complications. Looks entirely doable.

You could also use a system like what Realmz does here: setting invalid map sectors to ID -1, and checking for that ID before attempting to load an adjacent section....

We could use simulated full screen mode and disable the WM decorations, by instructing SDL to make a window as big as the monitor it’s on, and setting it on...

I bet that glitch is related to the automatic scaling causing the very top of the reticle to be out of bounds, combined with draw call combining resulting in that...

Perhaps SFML and BoE aren't in agreement on the tile size, as BoE uses 28x36 tiles. Perhaps SFML just needs to be told that the tiles aren't square? This one's...

This smells like an off-by-one error to me; maybe the map grid is one pixel wider than it should be, or the upper-left tiles are placed one pixel further left...

Huh. Maybe it's more complex than it appears. It's not impossible that a weird interaction of BoE image placement and SFML scaling is causing this, but teasing out the bad...

Common culprits for this sort of thing: Writing to the wrong buffer; writing to the right buffer but on a thread that can't access it directly; writing to the right...

In my own games I've run into similar issues. The fix was always the same: Handle NO_CHOSEN differently from DIALOG_CLOSED or CANCEL_CHOSEN.