New video... Added support for animating tiles... Yet you cannot set any time for them yet. Also made so they are synced with actual total game time. This way the animations will ALWAYS be synced.http://www.youtube.com/watch?v=2dPL47tNhEI
New things since previous update:
Fixed level format so it saves level format version for every section. This way levels will never stop working! That is unless the saved-level-process breaks. Perhaps I should "test"-save the whole level to some temporary folder, and if that was possible, then it saves the proper save.
Answers to questions ppl have been asking. Everything must be customizable in the end, I'd like to make it just as powerful as any other game maker (rpgmaker, multimedia fusion, gamemaker, whatevah). But right now alot is static and hardcoded. Mostly because the UI is very handicapped because I didn't implement barely any things :D
UI currently only has: window, panel, tileset (with half-working horizontal & vertical scrollbar), selected-tile, button, text-button.
Planned for UI: checkbox, radiobox, imagebutton, textlabels, textbox (password, multiline, singleline), listbox (with list items), dropdownbox (with list items). Among other things
This is all coded with WinAPI (gives me input and let's me create a window) + Open GL. I've been able to remove all dependency dlls already. but pThreads.dll is still hanging around, but I'm not actually needing it atm. I'm really able to run it all in same thread. Ofc, the level streaming might be put in separate thread later. Same with maybe networking.
As for version of OpenGL!? I've not used anything fancy besides VBOs. So I'm pretty sure it'd compile for ogl version 3 somewhere.