Started by Blizzard, April 20, 2011, 02:47:14 am
Quote from: winkioI do not speak to bricks, either as individuals or in wall form.
Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.
Quote from: Blizzard on April 23, 2011, 01:30:25 pm*double posts*I needed the data from this topic 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 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
Quote from: Blizzard on April 23, 2011, 01:30:25 pm(there is no map graphic yet). <3
Quote from: Blizzard on April 23, 2011, 01:30:25 pm<3
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)