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  1. #1
    Well, I know isn't trivial That's why I didn't do it myself .

    Anyway, maybe you should look into official allegro docs to see what functions are there? So we can avoid such things in future.

  2. #2
    Quote Originally Posted by Darkhog View Post
    Well, I know isn't trivial That's why I didn't do it myself .

    Anyway, maybe you should look into official allegro docs to see what functions are there? So we can avoid such things in future.
    he made that allegro port you are using with your game, have some respect

  3. #3
    I have. That was just friendly tip (notice amount of Smilleys in my post). Anyway my sense of humor is weird at times, so you may need to adjust.

  4. #4
    Sorry for the hiatus, but this month I was busy because I've looking for a job. Fortunately I've found one () so I can work on Allegro.pas and KOFFE now.

    It will we a bit more complex that I thought because I didn't added any "voice stuff", just digital samples. Anyway it should be finished this week.

    Quote Originally Posted by Darkhog View Post
    Anyway, maybe you should look into official allegro docs to see what functions are there? So we can avoid such things in future.
    If you read Allegro.pas README file:
    I wrote it to use it by myself, so I didn't included all functionality of
    Allegro. Anyway, I'll fix it and complete it as I'm using it (or as other
    users do). Any collaboration will be welcomed.
    Anyway, I changed the way I update version 5; in this version I load a C header and port and document everything.
    Last edited by Ñuño Martínez; 16-07-2013 at 09:58 AM.
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  5. #5
    Ok dude, I've done it. Download the new "allegro.pas" unit here and tell me if it works.
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  6. #6
    Hi all,

    A long time since last message, I know. My job makes me bussy. Fortunately, it's related with games, and lately I was able to work, again, on Allegro.pas.

    I decided to make a new release of the 4.4 branch. If you follow the SVN repository, you'll see there's a lot of movement in the last weeks. Don't know when it will be finished but next version will improve a lot the Allegro.pas project.

    Also, I'm wondering if I'll create another demo game (two different demos), this time a simple 3D game. I know Allegro 4 doesn't have the best 3D stuff but I works quite good. May be a race game, or a simple DooM-like FPS with zombies.
    Last edited by Ñuño Martínez; 31-03-2015 at 06:38 PM.
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  7. #7
    Project is still alive.

    I'm pushing Allegro.pas as I want to release a new package before the TINS 2016. I've moved to Allegro 5.2, and that mean to revise all my code. I've broken it because I don't like the "primitives" add-on API but I'm not sure what to do with it: Use enums or integer constants? In Pascal this is a major decision! Actually, the "primitives" add-on never worked in Pascal, and I'm not sure if it's my fault or Allegro's fault.

    At the moment, I've revised and fixed about 25% of the library. A problem I have is that I didn't test it with Delphi, and I can't install it right now.
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  8. #8

    Exclamation Allegro.pas 5.2.alpha released!

    Yep, about 3 years after 5.0.alpha, a new release of branch 5 (now TRUNK) was released today. It has a lot of improvements, and should be slightly more stable than previous alpha. But it is still an alpha. Anyway, if you want to test it, download from here.

    I'll use it in the comming TINS 2016, and I plan to use my entry as demonstration game for the library.
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  9. #9

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