SDL2: Destroy the old window when changing the window size
SDL2: Fix window event handling
See attached mp4 screenshots. Looks like mp4 was the way to go. You can probably slice & dice to make two previews. Done with SimpleScreenRecorder, recording OpenGL w/ downscaling, framerate = 5. It's probably good enough for a preview. I could probably be talked into it. Where does the team meet? Or is there one person in charge?
See attached mp4 screenshots. Looks like mp4 was the way to go. You can probably slice & dice to make two previews. Done with SimpleScreenRecorder, recording OpenGL w/ downscaling, framerate = 5. It's probably good enough for a preview. I could probably be talked into it. Where does the team meet?
See attached mp4 screenshots. Looks like mp4 was the way to go. You can probably slice & dice to make two previews. Done with SimpleScreenRecorder, recording OpenGL w/ downscaling, framerate = 5. It's probably good enough for a preview. I could probably be talked into it. Where does the team meet?
Point taken re GIF, although I'm fairly sure modern video codecs compress more than GIF can, and modern HTML features allow using videos in a similar way to how old browsers treated GIF. The code is in C++ and OpenGL, with an in-progress port to OpenGL ES. -- bye, pabs https://bonedaddy.net/pabs3/
Don't underestimate simple animated GIF. All web browsers can display. Very small compared to actual video. Can use sparse frames on repeat. I think you just need to give people an idea that it's an arcade shooter, and a good one. Right now, the screenshots make sense to you because you play the game, but I suspect that if you showed them to someone who hasn't, they will have no idea what all the colors are. Extended tips (a la Gauntlet?) sounds good. What language and graphics toolkit are you u...
Sounds like you are talking about a new menu item that brings up a new screen listing the powerups. Unfortunately there isn't enough room on the menu for any new menu items. Another approach might be to extend the in-game tips (we already have one for super shields), so that when a powerup appears for the first time, a tip appears telling you what it does. The screenshots unfortunately aren't easy to recreate or modify since they are just captures during games created by user input. I'd like to make...
I would suggest having an info button somewhere on the screen ( letter i inside circle). When clicked, it would pop open a jpg display with the info (in readable size letters). If this game doesn't run on tablets or phones, you probably need to have screens for the given resolutions in the game. Probably need a vertical scroll bar for the lower resolutions to hold all the info. Also (if I may), the screen shots you have on sourceforge and elsewhere don't look as cool as the game. Is it possible to...
That is weird, it is the first link on the website so Google should be finding it easily. Maybe because the website is not on https, Google is penalising it. I have switched it over to https in the admin, it should get the redirect to https added soon. If I search for "Chromium BSU powerups" it tells me to do a search for "Chromium BSU power ups" instead and if I search for that then the info page is the second result in the links, so maybe I just need to add the word without a space to the page...
The man page doesn't give essential details, and that Info page you linked is hidden from Google, for some reason. The info page is what I was looking for. Search Chromium BSU powerups, and you won't find it on the first page. Could I suggest adding that info page to the game.
The powerups are actually already documented on the website: http://chromium-bsu.sourceforge.net/info.html This file is also in the source code: https://sourceforge.net/p/chromium-bsu/code/ci/master/tree/data/doc/info.html I see the powerups are not documented in the manual page, it would be good if you could send a patch for that, otherwise I can do it later. -- bye, pabs https://bonedaddy.net/pabs3/
Thanks. That info isn't anywhere the Goog can find.
There are three different coloured skull powerups: The red/orange skull gives you double fire rate for the starting weapon. The green skull gives you a centrally fired slow moving blue-green column that does lots more damage than the starting weapon. The blue skull gives you a pair of blue balls alternately fired at a fast rate from either side of the ship outside your starting weapons, these do the most damage of all three weapons. There are three different coloured penguin powerups: The blue one...
I know I could possibly figure it out from the code, but there were never any instructions that I could find. What, exactly, do the different powerups do? I know roughly, but, I'm not quite sure about the skull. Is that double fire rate?
glpng seems to be long dead and has been removed from most distributions, but Debian has a copy of it here: https://snapshot.debian.org/package/libglpng/ The SDL2_image library is a reasonable replacement, but there are minor rendering issues when using it instead of libglpng. -- bye, pabs https://bonedaddy.net/pabs3/
Does really glpng exists, after all these years??? I can see it, as suggested, at the README.install. PS. Chromium compiles perfectly with SDL2_image.
Add bullet sound by Andrew Harrison for default weapon type.
DO NOT APPLY YET: no license to modify and redistribute these WIP: Apply 1079679: add new graphics theme 'IncArnedine' by Ramsey Haddad (witchinghour)
Add new super plasma gun by Andrew Harrison.
wip
I'm not sure exactly what you are looking for but it is probably in one of these files in your old home directory: .chromium-bsu (config, including maximum level passed) .chromium-bsu-score (high scores file) If you were running an older version, then look for these files: .chromium (config, including maximum level passed) .chromium-score (high scores file)
Good day, after a re-installation of my linux system, I lost my gamestate. I do have a backup of my home directory. Where can I find the safestate? Thank you, Luigi
Split the patches up into logical commits. Fixed the indenting to be the same as...
Please support higher resolutions
Support resolutions up to 8K
Update po/ files for new resolutions
Correct vertical resolution of vidmode 4 in the...
Replace screen size code with an array, lookups...
Please support higher resolutions
Update gettext version to 0.18.2
cp: illegal option -- a
I've fixed this in git using another method: https://sourceforge.net/p/chromium-...
Rename the icon after install instead of copyin...
cp: illegal option -- a
Confirmed. Thanks.
WIP
fix building
WIP: no longer stretched, still ugly
fix build
Initial attempt at an SDL_ttf text rendering ba...
foo
use right config header
use right config header
WIP: working now, but ugly
fix ftbfs
fix ftbfs
WIP: Enable window resizing and keep the correc...
WIP joystick fixes
WIP
WIP: gluPerspective replacement
Add a recording of the frogs in the pond at La ...
WIP
WIP
WIP: Enable window resizing and keep the correc...
Chromium B.S.U. 0.9.16.1 released!
I've released version 0.9.16.1, which includes the new version of the AX_CHECK_GL...
OS X build links to X11
I've released version 0.9.16.1, which includes this fix.
Release version 0.9.16.1
Pass actions for found/not-found to AX_CHECK_GLUT.
I too wish the bullets made sounds :/
/sw is the default prefix for Fink, an OS X package manager, and that is what I used...
Great. Once Debian has updated autoconf-archive, I'll make a new release with the...
AudioSDLMixer.cpp compile error v0.9.16
Fixed in git commit d80cd551ab5783cf1b94b60c3360eecb7f58c2c5
Fix compile error with SDL_Mixer
Remove duplicate file from the source tree
Update translations
Switch translations of the .desktop file from m...
AudioSDLMixer.cpp compile error v0.9.16
It seems I found a way to make the whole thing work: 1) run autogen.sh. I don't need...
Running update: replacing ax_check_gl.x with more 2016.03.20 improves OpenGL detection...
Attached are screen shots from 0.9.15.1 and 0.9.16. This is what 0.9.15.1 links to:...
chromium-bsu itself does not use X11, just the OpenGL detection macros (ax_check_gl.m4)...
Forgot to mention that the X11 linking program crashes at startup.
OS X build links to X11
Chromium B.S.U. 0.9.16 released!
Tell git to ignore detached OpenPGP signature f...
Include autogen.sh script in the tarball
Release version 0.9.16
Update translations
Fix build on FreeBSD with libc++ 3.8.0
Rename .htm files to .html
Drop whitespace from AC_INIT call
Strip trailing whitespace
Add some missing autoconf checks
Delete autotools compile script too
Switch from http to https links where possible
Shorten the URLs to sf.net a bit