- [done] SpriteSet::Load() and SpriteSet::Save() support for extra datablocks.
- [done] TileTable that works like SpriteTable widget, but using tiles, not sprites
- [unlikely] Grid and Palette widgets that use multiple 16-color palettes instead of 256-color palette to reduce the amount of unique tiles needed by the widgets
- [done] fit all the widgets within 16K Vram *max* (one 'charbase'), including maps. Everything beyond 16K is free for allocation using Engine::allocate(RES_TILES). That would make 16-color ASCII font (8K -- well, i'm unlikely to need extended ascii characters, so i could replace those upper 4K with widget-specific tiles)
- [done] a cleaner way to manipulate up to two layers in an application-dedicated way (e.g. standard widgets in libgeds will not use these). That means only "standard" layers are background and (ascii) overlay.
- [wish] SpritePages that can share tiles among many blocs
- [done] extra tilesets in the file to store animations out of the 64K of tileset VRAM allows.
- [done] SpriteSet that automatically insert blank tile #0
Monday, April 14, 2008
Level Editor en cours
Allez, j'ai fait ma petite "todo list" des modif à apporter à mon éditeur de niveau (qui sait déjà gérer deux plans séparés pour construire les niveaux depuis vendredi soir). On s'y met pour le code (y'a pas mal de boulot).
this is the right place for quickstuff
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