Re: PixelPerfectEngine v0.9.4-alpha.2
On Monday, 16 April 2018 at 15:08:38 UTC, Chris Katko wrote: 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.
Re: PixelPerfectEngine v0.9.4-alpha.2
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.
Re: PixelPerfectEngine v0.9.4-alpha.2
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.
PixelPerfectEngine v0.9.4-alpha.2
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.