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April 11, 2018 PixelPerfectEngine v0.9.4-alpha.2 | ||||
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https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.9.4-alpha.2 The editor is almost usable (still needs a way to import tiles from its own proprietary format), and now has a working, although still a bit slow and unstable transformable tile layer with mode7-esque capabilities. |
April 16, 2018 Re: PixelPerfectEngine v0.9.4-alpha.2 | ||||
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Posted in reply to solidstate1991 | On Wednesday, 11 April 2018 at 21:44:57 UTC, solidstate1991 wrote:
> https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.9.4-alpha.2
> The editor is almost usable (still needs a way to import tiles from its own proprietary format), and now has a working, although still a bit slow and unstable transformable tile layer with mode7-esque capabilities.
Definitely add screen shots to the github. Screenshots = Downloads.
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April 16, 2018 Re: PixelPerfectEngine v0.9.4-alpha.2 | ||||
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Posted in reply to solidstate1991 | On Wednesday, 11 April 2018 at 21:44:57 UTC, solidstate1991 wrote:
> https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.9.4-alpha.2
> The editor is almost usable (still needs a way to import tiles from its own proprietary format), and now has a working, although still a bit slow and unstable transformable tile layer with mode7-esque capabilities.
Also, feel free to visit us/swing by Allegro.cc. Allegro 4 was used in TONS of oldschool/DOS era projects. (Ever heard of Triplane Turmoil?) (Allegro 5 is the newer, C revamp of the API for supporting shaders/etc.) So there may be some helpful common knowledge to share.
I'm personally working on a 2-D game engine for internal use, using Allegro as a backend, and D, to make my game projects more productive. I love D's templates, they've been instrumental.
Have a great day.
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April 21, 2018 Re: PixelPerfectEngine v0.9.4-alpha.2 | ||||
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Posted in reply to Chris Katko | On Monday, 16 April 2018 at 15:08:38 UTC, Chris Katko wrote:
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> Definitely add screen shots to the github. Screenshots = Downloads.
I know, currently I'm struggling with getting assets for this purpose, also with getting rid of the GC from the rendering pipeline.
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