Separating Image and Metadata Imports
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0:00Recap and set the stage for the day communicating asset data between the .hht and .hha files
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0:00Recap and set the stage for the day communicating asset data between the .hht and .hha files
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0:00Recap and set the stage for the day communicating asset data between the .hht and .hha files
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4:11Merging alignment points into .hht
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4:11Merging alignment points into .hht
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4:11Merging alignment points into .hht
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7:18Our options for merging in alignment points
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7:18Our options for merging in alignment points
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7:18Our options for merging in alignment points
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9:49Pair up the .hht and .hha files by removing the "HHA" identifier, and make ParseTopLevelBlock() parse in alignment points from .hha up front for rebuilding while parsing the .hht
9:49Pair up the .hht and .hha files by removing the "HHA" identifier, and make ParseTopLevelBlock() parse in alignment points from .hha up front for rebuilding while parsing the .hht
9:49Pair up the .hht and .hha files by removing the "HHA" identifier, and make ParseTopLevelBlock() parse in alignment points from .hha up front for rebuilding while parsing the .hht
22:36Enable ParseTopLevelBlock() to perform our full and metadata rebuilds
22:36Enable ParseTopLevelBlock() to perform our full and metadata rebuilds
22:36Enable ParseTopLevelBlock() to perform our full and metadata rebuilds
42:54Introduce #hha and #include preprocessor directives to re-allow decoupling of .hht and .hha files
42:54Introduce #hha and #include preprocessor directives to re-allow decoupling of .hht and .hha files
42:54Introduce #hha and #include preprocessor directives to re-allow decoupling of .hht and .hha files
46:36About Molly's feeder
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46:36About Molly's feeder
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46:36About Molly's feeder
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47:39Make ParseHHT() handle the #hha directive
47:39Make ParseHHT() handle the #hha directive
47:39Make ParseHHT() handle the #hha directive
51:15Make ParseHHT() and ImportChangedAssets() handle the #include directive
51:15Make ParseHHT() and ImportChangedAssets() handle the #include directive
51:15Make ParseHHT() and ImportChangedAssets() handle the #include directive
57:59Relieve ParsePieces() of appending tags and WriteImageToHHA() of writing out annotations
57:59Relieve ParsePieces() of appending tags and WriteImageToHHA() of writing out annotations
57:59Relieve ParsePieces() of appending tags and WriteImageToHHA() of writing out annotations
1:20:42Introduce StampAssets() to merge tags and write out annotations
1:20:42Introduce StampAssets() to merge tags and write out annotations
1:20:42Introduce StampAssets() to merge tags and write out annotations
1:38:33Run the parser for the first time
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1:38:33Run the parser for the first time
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1:38:33Run the parser for the first time
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1:39:18Fix the sense of the Asset->Type assertion in SetAssetType()
1:39:18Fix the sense of the Asset->Type assertion in SetAssetType()
1:39:18Fix the sense of the Asset->Type assertion in SetAssetType()
1:41:46Trigger an asset reimport and step through the .hht parser
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1:41:46Trigger an asset reimport and step through the .hht parser
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1:41:46Trigger an asset reimport and step through the .hht parser
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1:44:31Trigger another asset reimport and step through GetTokenRaw() to find that we fail to tokenize multi-line comments
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1:44:31Trigger another asset reimport and step through GetTokenRaw() to find that we fail to tokenize multi-line comments
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1:44:31Trigger another asset reimport and step through GetTokenRaw() to find that we fail to tokenize multi-line comments
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1:45:26Fix GetTokenRaw() to account for its character advancement
1:45:26Fix GetTokenRaw() to account for its character advancement
1:45:26Fix GetTokenRaw() to account for its character advancement
1:47:43Step through GetTokenRaw() to find that we correctly tokenize the whole intro_cutscene.hht and base_game.hht
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1:47:43Step through GetTokenRaw() to find that we correctly tokenize the whole intro_cutscene.hht and base_game.hht
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1:47:43Step through GetTokenRaw() to find that we correctly tokenize the whole intro_cutscene.hht and base_game.hht
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1:52:06Enable GetOrCreateHHAByStem() to create a .hha if it doesn't exist, introducing InitSourceHHA()
1:52:06Enable GetOrCreateHHAByStem() to create a .hha if it doesn't exist, introducing InitSourceHHA()
1:52:06Enable GetOrCreateHHAByStem() to create a .hha if it doesn't exist, introducing InitSourceHHA()
2:16:46Trigger an import and step through GetOrCreateHHAByStem() until InitSourceHHA() fails to open our newly created file
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2:16:46Trigger an import and step through GetOrCreateHHAByStem() until InitSourceHHA() fails to open our newly created file
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2:16:46Trigger an import and step through GetOrCreateHHAByStem() until InitSourceHHA() fails to open our newly created file
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2:19:16Fix GetOrCreateHHAByStem() to close the file before calling InitSourceHHA()
2:19:16Fix GetOrCreateHHAByStem() to close the file before calling InitSourceHHA()
2:19:16Fix GetOrCreateHHAByStem() to close the file before calling InitSourceHHA()
2:20:14Q&A
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2:20:14Q&A
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2:20:14Q&A
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2:20:58jasonoftheb Q: You still parse At[1] in one of the newline cases instead of At[0]
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2:20:58jasonoftheb Q: You still parse At[1] in one of the newline cases instead of At[0]
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2:20:58jasonoftheb Q: You still parse At[1] in one of the newline cases instead of At[0]
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2:21:10Fix typo in GetTokenRaw()
2:21:10Fix typo in GetTokenRaw()
2:21:10Fix typo in GetTokenRaw()
2:21:29jim0_o Q: You had a NOTE you changed to a TODO, but what if by "with the right data!" indicated the code wasn't or isn't using the right data (yet)?
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2:21:29jim0_o Q: You had a NOTE you changed to a TODO, but what if by "with the right data!" indicated the code wasn't or isn't using the right data (yet)?
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2:21:29jim0_o Q: You had a NOTE you changed to a TODO, but what if by "with the right data!" indicated the code wasn't or isn't using the right data (yet)?
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2:22:48aidsjorb Q: You using a KVM in that setup? Do you like it?
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2:22:48aidsjorb Q: You using a KVM in that setup? Do you like it?
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2:22:48aidsjorb Q: You using a KVM in that setup? Do you like it?
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2:24:31devsigner Q: Do you have an idea as to what the gameplay of Handmade Hero will be, or are you just doing more of that design exploration?
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2:24:31devsigner Q: Do you have an idea as to what the gameplay of Handmade Hero will be, or are you just doing more of that design exploration?
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2:24:31devsigner Q: Do you have an idea as to what the gameplay of Handmade Hero will be, or are you just doing more of that design exploration?
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2:25:54rebelavalon Q: (Repeating my question) What makes asset importing special the way you're doing it, compared to other ways in other game libs?
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2:25:54rebelavalon Q: (Repeating my question) What makes asset importing special the way you're doing it, compared to other ways in other game libs?
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2:25:54rebelavalon Q: (Repeating my question) What makes asset importing special the way you're doing it, compared to other ways in other game libs?
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2:28:52centhusiast Q: Is CheckSumOf() based on murmur hash?
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2:28:52centhusiast Q: Is CheckSumOf() based on murmur hash?
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2:28:52centhusiast Q: Is CheckSumOf() based on murmur hash?
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2:29:03rebelavalon Q: When you import assets, do they go into some kind of target? Like a texture atlas? I'm new at this game stuff
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2:29:03rebelavalon Q: When you import assets, do they go into some kind of target? Like a texture atlas? I'm new at this game stuff
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2:29:03rebelavalon Q: When you import assets, do they go into some kind of target? Like a texture atlas? I'm new at this game stuff
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2:30:04Spritesheets and texture atlases
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2:30:04Spritesheets and texture atlases
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2:30:04Spritesheets and texture atlases
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2:33:48Wrap it up with an announcement of next weekend's 4coder Jam with Allen
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2:33:48Wrap it up with an announcement of next weekend's 4coder Jam with Allen
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2:33:48Wrap it up with an announcement of next weekend's 4coder Jam with Allen
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