New version of the trailer is up. A small time fix to make it more 'moody'.
Enjoy.
Got a tile engine now. Reading from a bitmap and then drawing whatever tile is requested.
The sample application has the sample showing one red and one blue tile on the screen.
The sourcepackage has also been updated with the new source.
For a quick view, check out /code/tilemap in the CVS.
Yeah, uploaded the new source package (0.1.5) that contains the units.h file.
It is also up in the CVS so check it out.
I'm concidering to start getting some game concept managers, for the development of units, storyline and so on...
The official (first) trailer is out, so now the game is starting to get processed. Right now the units are starting to be made.
A prototype of the unit base class is done and can be seen in the CVS repository.
Heh, only the hard work to go.
Go get the first trailer for the Valkyrias: Tears of Valkyries RTS game!
Now to complete the trailer for Valkyrias that I am working on, I will need artwork. I am in the process of creating this and the programming will have to wait for a while.
Soon the trailer will be released...
Check out the Valkyrias sample application to find the 0.1.5 version that now shows off Valkyrias' power now even with music.
Enjoy it to the classical tunes of the Carmina Burana.
The bioshow source, library and binary are up. Check them all out. There is no documentation yet, but the code is pretty self-explanatory.
The sound source has been uploaded to the repository. Soon a sample program will come showing off the functionality.
Now all that is left before I start making the Valkyrias RTS game is a sound engine. It will be pure .wav and will use the SDL library.
The Valkyrias GFX engine will be able to show simple slideshows consisting of a series of bitmaps and a few effects.
Soon the tool to create such slideshows will be released. Expected release would be around monday.
The bio class now has a defined copy constructor and assignment operator, to minimalize errors when initializing objects of the csBO and csBI type.
The CVS has all the newest sources and the packages (both bin and src) are updated to hold the newest info.
A global variable was declared in the bio.h file, unabling it to be multi-included. It is fixed now, and the bio header is now also a member of the biostream namespace.
The bio.h/.cpp file is finally done. Now it works exactly like the iostream class, utilizing the Cone3D font engine.
All the overloaded operators are the same, so a following statemend would:
(assuming bout is a csBO object and temp is an int)
bout << "The temperature is: " << temp << "deg";
write the exact string on the screen with a specified font. As the iostream the bio class reckognizes the data types. A SDK is soon to come.
Alright, the code is up. Look at it in the CVS repository in the code module.
Everything is functional, but the bout class isn't fully finished yet.