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Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs!
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on: February 08, 2013, 04:09:46 PM
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Try using "%" instead of "math.mod" if you're still having any issues with it. Also, the tetris example uses modulo in a few places, you could look off of that. As for fractions, most things do take ints as arguments, but the VM absolutely supports floating point values.
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Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs!
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on: February 08, 2013, 05:49:33 AM
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I am curious! Do you have the runtime working on other platforms, or is it just windows for now? I don't know when I could get to it, but I would like to try it at some point.
It's written in a language that can compile to Mac OS and Linux as well as Windows, though whether the libraries I'm using would play nicely with them is yet to be seen.
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Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs!
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on: February 07, 2013, 08:04:52 PM
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New version is up! Just like before, Banshee is in closed alpha while the final touches are put on it. If you'd like to get your hands on it, just shoot me a PM. 1.0.5a Added "filewriteint", "filereadint": functions exactly the same as "filewritepointer" and "filereadpointer", only meant to prevent things from getting too confusing. Added "imageptr" and "imageexists". Fixed "drawstring" being buggy when fed negative coordinates. Fixed "timerdestroy" and "gettimerlength" not doing what they say on the tin. Fixed Lua VM not making the string library available. Fixed image objects not saving and loading as they should. Finished ANSI Blocks demo. Renamed "initializesound" to "initsound" and "deinitializesound" to "freesound".
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Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs!
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on: February 07, 2013, 07:59:25 PM
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Okay. Also a few questions about the image functions:
1. Does drawing an image work like drawing a tile, in that you have to use drawclear() or it doesn't clear the previous location of the drawn image?
2. Is there any transparency so that non-rectangular objects don't have clearly-defined boxes around them? I noticed the note about transparency at the top of the documentation but didn't know if it applied to images.
1. Yes. Also, drawing (255,255,255) onto an isolated portion of the screen would do the exact same thing as clearing it, except only in that part. 2. Yepyep. Index 255 is always transparent. Related: -1 is a different transparency. Where 255 isn't drawn when drawing stuff, -1 isn't drawn when drawing onto stuff. The distinction is weird to articulate, but very important.
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Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs!
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on: February 07, 2013, 07:09:20 PM
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I don't have to make use of it for ANSI Submarine Game but for future reference how much does saving actually save?
Does it save globally saved variables? Variables saved to an entity? Active maps and entities and their positions? Just the map you're on?
Everything. Except image obects because of a bug, but that's what I'm working to fix right now. Also except for just a couple Lua data types that are an absolute hassle to work with.
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Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs!
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on: February 07, 2013, 11:39:06 AM
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And the update is up! Images should work properly now. Also, that infernal name field is now an optional argument, to hopefully dispel some confusion. As before, Banshee is currently in closed alpha. If you'd like in, shoot me a PM! 1.0.4a Added "getentitydatatable" and "getdatatable". Added "setentitysize", "getentitysize", "setentitywidth", "setentityheight", "getentitywidth", "getentityheight". Added "getimagesize", "getimagewidth", and "getimageheight". Added a to the scripts directory "badparsing.lua" which parses *.bad files, with some limitations due to inconvenience as a result of Lua's messy OOP. Added "entitybadtemplate.lua" which reads an entity template from a *.bad file. (NOTE: this is still a work in progress.) Added "getimages", "getfiles", "getsounds", and "gettimers". Altered "drawimage" response to an uninitialized image: now it automatically attempts to initialize the image before drawing. Fixed image functionality, now they can be initiated out of *.bad files and referenced by their name. Fixed image functionality, now the file path is correctly interpreted. Removed "getcameraoffsetx" and "getcameraoffsety", which were artifacts of an earlier method of handling the camera. Renamed "initializeimage" to "initimage" and "deinitializeimage" to "freeimage". Worked just a bit more on the ansiblocks demo. It's still not quite complete, but it's getting there.
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