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@dapetcu21
dapetcu21 / style-guide.md
Created Apr 27, 2018
Interrogation Style Guide
View style-guide.md

Lua style guide

Linting

This project makes use of [Luacheck] for catching common mistakes. Install it and configure it for your text editor.

Editor configuration

We recommend [Atom] for editing Lua code along with the following packages:

  • [linter-luacheck]: [Luacheck] integration
@Jerakin
Jerakin / builder.py
Last active Jul 9, 2018
For building and deploying Defold projects directly to your phone
View builder.py
"""
Builder is built by wrapping adb and storing some data locally
I would recommend to add an alias to your ~.bash_profile to use it easier
alias builder="python3.5 ~/Documents/repo/builder/builder.py"
Usage:
builder.py [command] [arguments]
Available Commands:
build build [location of a project]
install install [path to APK]
uninstall uninstall [bundle id]
@mathiaswking
mathiaswking / android_deploy.sh
Last active Jun 18, 2019
Deploys an .apk to the USB connected Android device. Starts the app, and grabs the logging events for that PID
View android_deploy.sh
#!/usr/bin/env bash
#set -e
PACKAGE=$1
if [ -z "$PACKAGE" ]; then
echo "You must pass a .apk as input!"
exit 1
fi
@britzl
britzl / bundle.sh
Last active Feb 27, 2019
Script to build and bundle a Defold project for multiple platforms
View bundle.sh
#!/bin/bash
title=$(less game.project | grep "^title = " | cut -d "=" -f2 | sed -e 's/^[[:space:]]*//')
title_no_space=$(echo -e "${title}" | tr -d '[[:space:]]')
echo "Project: ${title}"
if [ ! -f bob.jar ]
then
echo "Unable to find bob.jar. Download it from d.defold.com."
exit 1
@JCash
JCash / make_gif_from_video.sh
Created Jul 17, 2016
A quick way to convert Defold video (.ivf) into a compressed .gif
View make_gif_from_video.sh
#!/usr/bin/env bash
FPS=15
SIZEPX=320
STARTTIME=0
DURATION=0
PALETTE="/tmp/palette.png"
TMPGIF="/tmp/$2"
@t0chas
t0chas / CustomEditorBase.cs
Last active Nov 7, 2019
Default Custom Inspector-Editor for Unity3D with ReorderableLists for arrays handling
View CustomEditorBase.cs
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System.Collections.Generic;
using UnityEditor.AnimatedValues;
[CustomEditor(typeof(UnityEngine.Object), true, isFallback = true)]
[CanEditMultipleObjects]
public class CustomEditorBase : Editor
{
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