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I'll be at Digital Game Expo 2024!
The puzzle game Drop ‘n’ Fill! released here will make a debut at Digital Game Expo 2024!
The version available at the event will be a full version with new game mode and skills to wreak havoc with!
The booth number is C-08a, which is on 2nd floor. If you’re around, please pay a visit!
...read this post onA new game is available in this blog!
A simple puzzle game Drop ‘n’ Fill! has been released, playable RIGHT IN YOUR BROWSER!
...read this post onNew songs from the Arrange Fest. 2023!
We have two new releases from the “Arrenge Fest. 2023”!
What is Arrange Fest.?
https://twipla.jp/events/498821
冬休みアレンジ祭 in 2021 - TwiPla
Arrange Fest is an event where people gather to remix songs (in Japanese this is called an “arrange”) however they like.
The event consists of two periods for making one song each: original and remix.
When making original, there are no restriction - you can make a song that you’re most
comfortable with.
When you submit your original, it is sent to a random participant
while you also receive a song made by another random participant.
This marks the start of the remix period.
Even the remix period has no restriction - you may remix the song
as your style, or if you dare, completely destroy the original -
you are totally allowed to go rampant as hard as your heart’s content!
Each participant ends up with two songs, all of which will be published in the grand listening party.
Oh, did I tell you that the participants don’t even know who will remix their song or whose song they are remixing? It is only revealed at the final party.
Here are my two entries for this event:
...read this post onHow do you debug a Python script that crashes Python itself?
TL;DR
Use faulthandler.enable()
;
Python will print the stack trace to stderr before fully crashing.
Backstory
Today I tried to daemonize a Python script that calls requests.get
on macOS,
and it was insta-dying for no apparent reason.
I tested without daemonization, but the problem only popped up when I daemonize it.
Beware of 'Padding' in TextMeshPro
TextMeshPro renders text wrong?
When you want to display text in Unity (starting circa version 2021,) the text components default to TextMeshPro (TMP).
TextMeshPro makes you create an asset called “Font Asset” before you can display anything.
It contains a Font Atlas, which is a collection of pre-rendered letters packed into a single image,
whose mapping TMP keeps track of to display the text afterwards.
When making the atlas, you can set the sampling point size (SPS), which is the font size used to pre-render the letters.
This also translates to the biggest font size at which TMP can safely display the letters (for the most part).
For example, smaller SPS sometimes characters to be positioned incorrectly.
Bigger SPS requires larger atlas size, but it helps you avoid weird issues… or does it?
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