I will be gone for the Easter weekend and it's very likely that I will do shitloads of work on ARC during those few days. <3
I'll be gone from tomorrow evening until Monday evening.
Nice. You can further embarrass us other developers with your superior skillz.
(notice the "z" in "skillz" to show increased awesomeness)
xD
Also, have you noticed the word play? "ARCwork", just change one letter. xD
have fun over your easter weekend :). I'll be studying for finals.
I'll be doing the same :P
I'll be working on Classic. =\ Great I feel like a douche bag now :V
Have fun Blizz
See you next week.
*double posts*
I needed the data from this topic (http://forum.chaos-project.com/index.php/topic,9104.0.html) so I thought I might as well let you know that I am successfully running CoSLAL on the Zer0 Division Engine (though, since the Tilemap is not implemented yet, there is no map graphic yet). <3
Quote from: Blizzard on April 23, 2011, 01:30:25 pm
*double posts*
I needed the data from this topic (http://forum.chaos-project.com/index.php/topic,9104.0.html) so I thought I might as well let you know that I am successfully running CoSLAL on the Zer0 Division Engine (though, since the Tilemap is not implemented yet, there is no map graphic yet). <3
:D
Quote from: Blizzard on April 23, 2011, 01:30:25 pmI am successfully running CoSLAL on the Zer0 Division Engine (though, since the Tilemap is not implemented yet, there is no map graphic yet). <3
:)
Quote from: Blizzard on April 23, 2011, 01:30:25 pm(though, since the Tilemap is not implemented yet, there is no map graphic yet). <3
:uhm:
Quote from: Blizzard on April 23, 2011, 01:30:25 pm(there is no map graphic yet). <3
>:(
EDIT: Blizz should be back in... 4 hours.
Lol, not exactly 4 hours, but here I am. xD
Here's my commit log for the weekend:
Quote- added RTP files into CoSLAL
- converted external .rb scripts into UTF8 format (Ruby cannot execute Unicode scripts)
- interfaced all Window methods
- implemented windowskin border drawing
- implemented windowskin corner drawing
- implemented Bitmap::stretch_blt
- implemented majority of the Audio module
- implemented Table#xsize, Table#ysize and Table#ysize properly
- implemented Graphics::freeze
- implemented a dummy for Graphics::transition (screen goes black during the time a transition should occur)
- fully implemented Tilemap drawing of normal tiles
- improved RenderQueue performance greatly
- fixed and optimized Table::rb__dump
- optimized Table::rb__load
- implemented most Window functionalities (missing are blinking cursor, bitmap size sprites and pause sprite)
- added support for positive blending
- added temporary Bitmap text drawing with current default Atres functionality
- added experimental fps limitation
- implemented experimental Viewport drawing using render-to-texture (NOT WORKING, seems to be a problem in the underlying sys April)
<3
Now I am going to put together a dev build. <3