I've managed to track down the bug in the components, i was using TAlignment in the Label (1 byte in Delphi, 4 in fpc) now it uses TPHXAlignment instead.
http://www.phoenixlib.net/files/Phoenix2007-08-15.zip
I've managed to track down the bug in the components, i was using TAlignment in the Label (1 byte in Delphi, 4 in fpc) now it uses TPHXAlignment instead.
http://www.phoenixlib.net/files/Phoenix2007-08-15.zip
Amnoxx
Oh, and this code appears to be an approximate replacement for return(random() & 0x01);
Phoenix Wiki
http://www.phoenixlib.net/
Phoenix Forum
http://www.pascalgamedevelopment.com/viewforum.php?f=71
Andreaz, does this mean that your ready to add scripting wrappers to the project? I've just about got pLua ready and would like to wrap up Phoenix to test out the new code as I think it would be a great starting point. Looking at it all, things have changed significantly since I created the original wrappers .
- Jeremy
http://www.eonclash.com/
Awesome! Compiles on Delphi 7 nicely, but on Turbo Delphi Explorer there's one little problem with phxLogger:
[Pascal Error] phxLogger.pas(326): E1030 Invalid compiler directive: 'ELEIF'
Changed it to "ELSEIF" and "ENDIF" to IFEND and everything works.
Haven't tried all the demos yet, but in Collisions demo objects are move only in diagonal directions.
+1 for idea to have fonts and GUI skins repository, also for particle effects.
I've experimented somewhat with adding scripting to the gui engine, got it to work somewhat but not good enough.Originally Posted by jdarling
However' im not really convinced with the whole lua wrapper thing for all the stuff, like rendering, game loops etc. In my opinion that should stick in the compiled language, stuff like playing sounds, triggers, ai and such parts are stuff that belongs in scripting.
Joshas, that only diagonal stuff in the collision demo seems strange to me, does the input demo work correctly ?
Amnoxx
Oh, and this code appears to be an approximate replacement for return(random() & 0x01);
Phoenix Wiki
http://www.phoenixlib.net/
Phoenix Forum
http://www.pascalgamedevelopment.com/viewforum.php?f=71
Hi Andreaz!
Congratulations for the official engine version! =)
Very impressive the Cubic Paths, i did not understant very well yer how it works, but very impressive!
Have you done a PathEditor for this version yet?
Thanks!
Cezar
Cezar Wagenheimer from Green Sauce Games
Programmer of Druids - Battle of Magic, Abra Academy, Abra Academy - Returning Cast, Rabbit Jump, Dreams of a Geisha and Heroes from the Past: Joan of Arc
Wagenheimer's Game Development Blog
Input demo works correctly (even the gamepad). I think that the problem in Collisions demo is in movement part, haven't quite figured it out.
Actually, I completely agree with you Andreaz . JumpStart goes the whole way, but for an open source engine in Pascal it would be better to have an event driven system. Still, I had to wait until you actually had it ready for release so I wouldn't wrap anything improperly . I'm headed off on vacation tomorrow, but when I get back would be cool to get together and talk about implementation details and where you see the hooks coming into play.Originally Posted by Andreaz
- Jeremy
http://www.eonclash.com/
This looks like a lovely engine.
The editors are very nice, I like the GUI editor
Well done, keep up the good work.
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Downloadind and instaling
From brazil (:
Pascal pownz!
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