4th December 2021, 2:07 AM
(This post was last modified: 4th December 2021, 2:18 AM by Northadox. Edited 4 times in total.)
Today I added some preliminary level editing functionality.
Capture the Overseer, anyone?
Additionally, before this, I also fixed the timestep (ish) so it no longer uses SDL_Delay, now using a more proper tick-based system. It's probably not ideal as it is now but it's certainly better. I also refactored the code a whole bunch.
Does anyone know a good way of handling I/O of like big tile-based levels? A custom format or maybe using something like JSON or XML? I mean it's probably pretty easy but it's just a matter of the best way of going about it. I was going to ape PR2's level file style but upon fetching a level file I have no clue what all of the numbers exactly mean. I don't think people would want to manually edit a header file and recompile the whole executable just to play a level they've made, which is what I've been doing.
Capture the Overseer, anyone?
Additionally, before this, I also fixed the timestep (ish) so it no longer uses SDL_Delay, now using a more proper tick-based system. It's probably not ideal as it is now but it's certainly better. I also refactored the code a whole bunch.
Does anyone know a good way of handling I/O of like big tile-based levels? A custom format or maybe using something like JSON or XML? I mean it's probably pretty easy but it's just a matter of the best way of going about it. I was going to ape PR2's level file style but upon fetching a level file I have no clue what all of the numbers exactly mean. I don't think people would want to manually edit a header file and recompile the whole executable just to play a level they've made, which is what I've been doing.