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Alzarath

6
Posts
2
Topics
A member registered Nov 12, 2016

Recent community posts

(1 edit)

I see. Apologies for the misunderstanding. I couldn’t quite find any information on why one would want to use a loose list, but I trust there is a reason for it.

A way around it is just using different types of lists, such as

* First
* Second

- Third
- Fourth

Stylistically not a fan, but if it’s what needs to be done.

(4 edits)

Deepdwn v 0.20.0
Screenshots
Linux 5.11.5-arch1-1 (Arch Linux x86_64)

Reproduction

Create a list with 3 or more values. Insert an empty line between two entries in the list

Description

When creating two similar lists in order, all entries appear to be separated into individual lists in the preview window. This only applies to lists of the same type (e.g. ordered, unordered).

Expected

When creating two lists separated by an empty line, two lists should form.

Notes

This also applied to the previous version.

(3 edits)

I use deepdwn to plan out features for projects, take work notes, and make personal notes. I’d like to use the search feature to filter by tags.

Some examples of using advanced search features:

In a StarCraft 2 project I could have the tags unit, structure, and terran and use the search terms tag:terran && tag:unit to search for terran units. Or perhaps tag:terran && (tag:unit || tag:structure) for some more advanced filtering.

Presently the search feature seems a bit limited, so I would only use it for quickly looking up something by name.

That reminds me, another great search feature would be the ability to negate a term with hyphen (-).

(2 edits)

The app looks and feels great. One thing that I think would be a great boon would be adding some more advanced search features. If I’m not mistaken, it just looks for words that exist linearly in a file. Some things that would be useful include:

regex
operators (||, &&)
wildcards (*, ?)
quotes to search for full phrases (I know fuzzy search is planned)
specifiers (e.g. tag:markdown to search for files containing the “markdown” tag)

I remember playing this (kind of) game in StarCraft and Warcraft 3 and loving them. Were there any specific inspirations that you drew from?

There wasn't really a challenge. I got up to about 327 before stopping.

Ironically, the worst part of the game seems to be the gravity feature. It appears the game's balanced around using it, but there is no reason or incentive to. It's an absolute negative. It serves to disorient the player, give the enemy more horizontal distance before they reach you/the ground, and cause you to miss more due to the small enemy hitbox. There are no bonus points for getting trick-shots or mechanical advantages gained by inverting gravity.

Enemies were predictable. There was no variety in enemies or movement patterns. They never really 'fell' farther than half-way across the screen, so you generally only had to nudge yourself a little to the left and right if you stayed in the center. The difficulty didn't increase over time either, making this simply a game of patience and stamina.