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Written by Stefan Hendriks
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Thursday, 07 June 2007 |
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Slowly progress is being made.
Currently i am experimenting with the extentions offered with SDL. Like SDL_Image, SDL_TTF, SDL_GFX, SDL_Mixer, etc.
Adding these sub-components gives a programmer a lot of power with little effort, once it is compiling and linking of course. For windows this is not such a big deal, since i am using Dev C++ , and you can preload the packages.
Since i mostly run the code on my Mac i need to compile things by hand, and it is not always the case that things go that smooth.
But so far, i got SDL_Image working. I need Freetype to work for Mac first, but i lack time.
In short. It works now with SDL_Image, and that means you can give not only BMP files in the resources, but also use PNG, JPG, and some other formats. |
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Last Updated ( Thursday, 07 June 2007 )
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Written by Stefan Hendriks
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Monday, 04 June 2007 |
I figued it would be easier to define a colorkey as:
<colorkey id="CC_DEFAULT" red="255" green="0" blue="255" />
instead of
<colorkey> <red></red> <green></green> <blue></blue> </colorkey>
just checked into repository , revision 59 |
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First steps to moddability are working... |
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Written by Stefan Hendriks
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Monday, 04 June 2007 |
I've accomplished the following in the engine: - define your own surfaces - define your own color keys (ie for transparency) - load them, link them , draw them.
In short: - i have loaded up my mouse, with a purple key i do not want to draw as background - i define a colorkey , with the proper RGB values and name it CC_DEFAULT - i have set the colorkey in my mouse surface as CC_DEFAULT so it points to my just defined colorkey
The engine does the rest. Read more if you want to know the XML structure. |
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Read more...
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