{"author_link":"\/users\/dcat","author_name":"dcat","author_uid":"dcat","comments":[],"epoch":1601700062,"event":"LD47","format":"md","ldjam_node_id":222936,"likes":0,"metadata":{"p_key":"147768","p_author":"dcat","p_authorkey":"1221547","p_urlkey":"364219","p_title":"Good Luck, Everyone! - pt. 2","p_cat":"LDJam ","p_event":"LD47","p_time":"1601700062","p_likes":"0","p_comments":"0","p_status":"WAYBACK","us_key":"1221547","us_name":"dcat","us_username":"dcat","event_start":"1601596800","event_key":"76","event_name":"Ludum Dare 47"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD47","removed_author":false},"_superparent":212256,"_trust":1,"author":221547,"body":"Implementing the app opcodes for basic functions such as saving and loading settings, setting the window, switching from windowed to full screen and so on.\n\n![ld47_4.png](\/\/\/raw\/b61\/63\/z\/34c93.png)\n\nI think I might not even bother to reinvent the wheel and I'll just import the lingo package from the other game we're working on - I wrote it thinking of reusing it later, wrote a nifty little tool to manage all the different strings for a single project, and the GML side of things keeps only the current language in memory, and can even show stuff like missing languages and such.\n\n![lingolier.png](\/\/\/raw\/b61\/63\/z\/34c94.png)\n\nI made it in Python very shoddily (like everything I write) because it was getting tiresome to manually edit different versions of the same language file and keep them all updated, but it does the job well enough - generates minified .json files with all the corresponding keys for each language and corresponding metadata.\n\nNext thing: menus.\n\nUp until the next time I can say anything! I still have no idea why people do these!","comments":0,"created":"2020-10-03T04:29:53Z","files":[],"files-timestamp":0,"id":222936,"love":0,"meta":[],"modified":"2020-10-03T04:41:02Z","name":"Good Luck, Everyone! - pt. 2","node-timestamp":"2020-10-03T04:41:02Z","parent":222242,"parents":[1,5,9,212256,222242],"path":"\/events\/ludum-dare\/47\/$222242\/good-luck-everyone-pt-2","published":"2020-10-03T04:41:02Z","scope":"public","slug":"good-luck-everyone-pt-2","subsubtype":"","subtype":"","type":"post","version":659645},"node_metadata":{"n_key":"222936","n_urlkey":"364219","n_parent":"222242","n_path":"\/events\/ludum-dare\/47\/$222242\/good-luck-everyone-pt-2","n_slug":"good-luck-everyone-pt-2","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"221547","n_created":"1601699393","n_modified":"1601700062","n_version":"659645","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/47\/$222242\/good-luck-everyone-pt-2","text":"Implementing the app opcodes for basic functions such as saving and loading settings, setting the window, switching from windowed to full screen and so on.\n\n![ld47_4.png](\/\/\/raw\/b61\/63\/z\/34c93.png)\n\nI think I might not even bother to reinvent the wheel and I'll just import the lingo package from the other game we're working on - I wrote it thinking of reusing it later, wrote a nifty little tool to manage all the different strings for a single project, and the GML side of things keeps only the current language in memory, and can even show stuff like missing languages and such.\n\n![lingolier.png](\/\/\/raw\/b61\/63\/z\/34c94.png)\n\nI made it in Python very shoddily (like everything I write) because it was getting tiresome to manually edit different versions of the same language file and keep them all updated, but it does the job well enough - generates minified .json files with all the corresponding keys for each language and corresponding metadata.\n\nNext thing: menus.\n\nUp until the next time I can say anything! I still have no idea why people do these!","title":"Good Luck, Everyone! - pt. 2","wayback_source":[]}