Retrogamecoding(.org) > Pulsar2D
Welcome to the new board for Pulsar2D
Osgeld:
so when's beta going to be out? :D
Cybermonkey:
I think the first version will be alpha. ;) But yesterday I implemented sprite animations with some improvements over the EGSL versions. I have to admit that the animation timer in EGSL is just an integer counting to the given value. In Pulsar2D it's a real timer which means if one specifies e.g. 50 the animation frame changes every 50 ms independently from the FPS limiter. Oh and another thing I want to add this evening: animaton loops. Just like in playsound, if one sets the loop to -1 it's looping forver, a 0 loops once, 1 loops twice etc. And another handy thing will be added: a start frame and end frame. So if a sprite consits out of several animations that's no problem anymore. For example like this one
piradyne:
Looking good man. Keep coding!
Respect!
Cybermonkey:
Thanks Jarrod. By the way, it came to my mind that my game engine should work theoretically with Game Pascal once both are finished ... ;)
piradyne:
Hi, yes it should work indeed. I can't want to try it out and test the GP compiler in more complex situations. Cool man.
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