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Jun 3, 2008 at 10:30 am by Jay
After lots of pushing and shoving, the file browser is now integrated into Neverfall. This took a bit of work as the old file browser, or rather, picker, that Allegro provided would be a blocking call. With my customer file browser/picker, this is not the case. It must be run (and polled) as part of whatever main logic loop the game is currently running. This means that I had to take special care to do some logic/drawing wrapping to make it appear that the browser was blocking. I didn't want to change how the game editor worked, even if I could create a system where you'd be able to still be editing while the file picker is active (that's actually kind of a bad idea!)

With the file browsing/picking structure in place saving and loading of maps and object data is now ready. Additionally, saving map exit targets is working, too. What all of this really means is that the editor is now in a working state and can save and load levels.

I ran into a little bit of a snag when I realized that I hadn't yet put in the code to handle parsing out the executable directory on the Windows side of the world. In fixing that up, I also noticed that some of my file finding routines were broken when it came to Windows, as well. In the end, everything is fixed except for running games from the command prompt. Other than that, everything is peachy keen. The main issues that I was having were just those of slash orientation.

With all this talk of Windows, I think you've guessed by now that I've been attempting to get Neverfall building on Windows using my new library. Well, that's done. It works and runs perfectly fine! All that's left now before I have some people test it out and try to force shearing to happen is fixing up the timing issues. My custom library runs a lot faster than Allegro does.


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