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kandi X-RAY | itch Summary
kandi X-RAY | itch Summary
itch-setup is the installer program for the itch app. It's a Go executable that runs on Windows, macOS and Linux, and downloads the latest version of the app directly from
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QUESTION
I've created a database that contains a bunch of words such as itch
, mitch
, hell
. Is there any query I can make so that if given a variable, for example Mitchell
, it will return me the words it can find inside of it that also exist in the dB such as itch
, mitch
, hell
?
ANSWER
Answered 2022-Apr-01 at 23:10You can achieve what you are after with locate()
In MySQL the following would work
QUESTION
I'm working with a table that uses a JSON column to store questions and answers as an array of objects where the key is the question and the value is the answer.
The questions are user generated so the keys can literally be anything.
For example:
id questions 1 [{"Favourite Food?": "Pizza"}, {"Age?": "12"}] 2 [{"Where do you live?": "France"}, {"Are you ok?", "No, not really"}]I'm trying to figure out if it's possible using MySQL to query this data and get a result that looks like this:
question answer "Favourite Food?" "Pizza" "Age?" "12" "Where do you live?" "France" "Are you ok?" "No, not really"I didn't think this would be too hard but quickly realized this is probably way out of my depth with MySQL!
The main struggle here is that I can't seem to figure out how to extract the keys when they're buried in an Array like this and I don't know what the names of the keys would be.
The closest I can get is a query that looks like this:
...ANSWER
Answered 2022-Mar-18 at 13:44It would be easier if you store the JSON differently:
id questions 1 [{"question": "Favourite Food?", "answer": "Pizza"}, {"question": "Age?": "answer": "12"}] 2 [{"question": "Where do you live?", "answer": "France"}, {"question": "Are you ok?", "answer": "No, not really"}]Then you can use JSON_TABLE() to map the fields into columns:
QUESTION
This one is just to scratch an itch, and probably not even a problem worth solving on it's own.
I'd like to write a recursive factorial function to print to the console in C#. The thing is, just out curiosity, I tried to get it to do this by only passing the function and argument. As in, I'd like to avoid having to type Console.WriteLine(Factorial(5));
It's harder that I'd thought to just type this and get a result:
...ANSWER
Answered 2022-Mar-01 at 02:22Add an optional parameter to the function, indicating if it's an inner call, so the signature become
int Factorial(int number, bool inner=false)
outer call still use Factorial(5)
normally, but inside, change
number *= Factorial(number - 1);
to
number *= Factorial(number - 1, true);
then on printing the number, check if it's not inner, such as
if (!inner) Console.WriteLine(number);
QUESTION
I'm attempting to write a data-fetching "hook" (not entirely clear what the word for this is in Vue, but a state function that does not render a template). The Hook takes an asynchronous data resolver as a parameter. The hook itself is very simple, it simply adds loading state to a function that returns a promise.
...ANSWER
Answered 2022-Feb-01 at 19:32You need to return the loading ref to keep the reactivity.
QUESTION
I'm itching to upgrade our project to C++20. My CMakeLists.txt
files generally say
ANSWER
Answered 2022-Jan-11 at 13:29The newer alternative is definitely
QUESTION
So I am building a game for a game jam over at itch.io, and I'm using this really neat Fantasy Console called TIC-80, found at tic80.com. My issue is that while I understand what the error message is and what it means, I don't understand as to why it's giving me this error.
Error Message (In the TIC-80 console):
...ANSWER
Answered 2021-Dec-17 at 09:44Let's take a look at your bullet handling
First call to TIC
:
bullets
is 0. We add one bullet into bullet[0]
Second call:
bullets
is 1. We add one bullet into bullet[1]
.
Now, as bullets > 0
we enter the bullet physics if statement.
We do some calculations to that bullet and increment bullet[0].t
The following calls we do the same. We add a bullet and process all but the new bullet as we did above.
When a bullet's t
field becomes > 16
we remove it from bullet
.
So first we remove the oldest bullet bullet[0]
. But in the following call we again start our loop at i = 0
. so bullet[i]
is nil
and hence indexing it in bullet[i].x
causes the observed error.
Side note:
This makes no sense.
QUESTION
I am trying to run a linux game on my chromebook(the game can be found here https://bitbrain.itch.io/cave/download/eyJleHBpcmVzIjoxNjM3MjU1OTkwLCJpZCI6NzExNTc5fQ%3d%3d.hggqT%2fhX%2bV6ybeo2kdXBWZa4xCQ%3d) I have executed the following commands: sudo su /cave.x86_64
however, when I run the last command, I just get an error saying that no such file or directory exists. Please help me.
...ANSWER
Answered 2021-Dec-04 at 20:27To start with; run the following to ensure that the commands you used aren't the problem
QUESTION
I have a weird problem and cant seem to fix it
i was creating my first game in unity and i was testing around a bit after creating a movement system and whenever i touch another object (it doesnt matter if it has a rigidbody or not) my player suddenly starts moving on its own.
i have a video showing what exactly happens: https://youtu.be/WGrJ0KNYSr4
i have tried a few different things already and i determined that it has to do something with the physics engine because it only happens when the player isnt kinematic, so i tried to increase the solver iterations for physics in the project settings but the bug was still happening so i looked for answers on the internet yet the only thing i found was to remove Time.deltaTime tho it still didnt work. I have found that it seems to happen less though when the player is moving fast.
i would really appreciate if somebody could help me with this since its my first real game and im creating it for the Seajam thats happening on itch.io.
here is the code for my playercontroller script:
...ANSWER
Answered 2021-Nov-05 at 17:08Try not locking the player's rotation by script, maybe it is causing the problem due to gimbal lock. Instead go to your player's RigidBody->Constraints and then lock it. You can read more about it here https://fr.wikipedia.org/wiki/Blocage_de_cardan
QUESTION
let me preface this question by saying I have no idea if I'm asking the right question. I'm pretty new to c++ and I haven't gotten all of its nuances down yet, but I have coded in other OOP languages for nearly 7 years.
I originally asked: Is there a way to take a text file and automatically generate c++ code? If yes, how do I do that? What are some resources that explain the process?
but to clarify, what I really want is: Is there some way to take a text file, or other file type (like json) and use it to generate a compiled c++ class, or other compiled object, that can be interfaced with c++?
The final result doesn't need to be human readable, and it can be system specific. I want to be able to do this at compile time. It does not have to happen at run time. I will know at run time what classes I need. It's just that the classes I will be making (and there will be a lot of them) are all very similar, and just deviate in a few key places. So I want a way to tell the computer the important stuff (which may only take 5 or 6 lines of code), and have it generate the other 30 lines of boiler plate code.
I'm making a game engine, and I am trying to design a system that allows me to plug and play with systems, without having to write a lot of boiler plate code.
Someone commented that I should make the example simpler. So here goes.
I'm trying to build a system that takes a text file input and builds me a compiled c++ binary. It doesn't have to be a text file, and it doesn't have to be specifically c++, as long as it can interface with c++ (relatively easily). This is to decrease the amount of boiler plate code, and number of short kinda useless c++ files that are all almost identical.
For example having a file called example.txt which looks like this.
...ANSWER
Answered 2021-Oct-24 at 15:58You can't add new classes to your application after it is built (compiled and linked in to exe file).
Technically you can use C to write your own language, that's how they made Python or Java. Just use those to start with if that's the right tool. It'll take 400 years to write something like that on your own.
External binaries can be used. You have to link to them during build time. Libraries usually use the C interface, it's easy to find a function by unique name and call it. To use the c++ libraries, both your application and library have to be built by the same c++ compiler, same compiler version and setting. This is useful, for example, to access standard libraries.
Normally you want to avoid writing libraries for your own application. Just write as many classes as you want in single executable, run it with different parameters.
You can write classes for game, player, ball, etc. Save the previous state in file and read it again. cgame
can have its own cplayer
, cball
etc. This will fit every situation.
C++ doesn't have functionalities like Javascript which can recognize onclick()
as a command. You have to save the string "onclick"
in a file, read it, parse it, and interpret it yourself.
The closest thing is saving plain data structure:
QUESTION
GOAL
So I have a space-invaders type game I have made to practise unity and I want to upload it to Itch.io as I have done in the past.
This is a clip of the game.
I switched platforms to WebGL in Build Settings etc, and everything worked fine in Unity.
PROBLEM
However when I built it and uploaded the zip file to Itch.io, the aliens are now a lot faster than usual.
(Be aware there may be other things that have changed, I just haven't been able to get to them since it is extremely hard).
CODE
Alien movement:
...ANSWER
Answered 2021-Oct-03 at 12:24If you use physics you should
- not set or get values via
Transform
at all - do things in
FixedUpdate
In general though in your case instead of using
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