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November updates

PostPosted: Nov 1, 2004 @ 7:54pm
by kornalius
New month, new thread :)

A new version of PPL beta 0.8 pre-release is now available:

New features:
- SoundEx() function
- SetSpriteMirrorX(), SetSpriteMirrorY() functions.
- SpriteMirrorX(), SpriteMirrorY() functions.

Fixes:
- Fixed array's offset calculation.
- Game api window has a border on the PC now.
- Fixed g_lock() and g_unlock() to support surface parameter.
- Fixed For() last parameter (increment) to be optional.
- Fixed SetSpriteFrames(), SetSpriteAnimSpeed() not to reset current animation index.

PostPosted: Nov 2, 2004 @ 6:10pm
by kornalius
Another update today:

Fixes:
- No more SetSpriteOffsetX, SetSpriteOffSetY, SpriteOffsetX, SpriteOffsetY, replaced by SetSpriteOffset, SpriteOffset.
- No more SetSpriteMirrorX, SetSpriteMirrorY, SpriteMirrorX, SpriteMirrorY, replace by SetSpriteMirror, SpriteMirror.
- DrawSurface changed to DrawSurfaceEx with a target surface parameter added.
- No more Sprite() function. Use &spr$ = Sprite$ instead.
- Fixed PIDE, debug buttons.
- Fixed compiler loop addressing bug.

New features:
- SetSpriteParent, SpriteParent.
- Easier DrawSurface function.

PostPosted: Nov 2, 2004 @ 6:31pm
by fast_rx
What do you mean by 'easier drawsurface function'?

In general, how do we know the specifics of the updates? I looked at the online help and it seems to be the same.

PostPosted: Nov 2, 2004 @ 8:22pm
by sponge

PostPosted: Nov 2, 2004 @ 9:39pm
by kornalius

PostPosted: Nov 3, 2004 @ 11:47am
by mervjoyce

PostPosted: Nov 3, 2004 @ 3:45pm
by kornalius

PostPosted: Nov 3, 2004 @ 8:43pm
by kornalius
New version is now available.

Fixes:
- Free() function.
- Pointer addressing issue.
- SetSpriteMirrorX, SetSpriteMirrorY, SpriteMirrorX, SpriteMirrorY.
- SetSpriteOffsetX, SetSpriteOffSetY, SpriteOffSetX, SpriteOffsetY.

New features:
- NewParticle(), ClearParticles(), ProcessParticles(), RenderParticles().
- Particles.ppl demo.

To come (probably tomorrow):
- Sprite clipping.
- Sprite parent's clipping.
- zlib.ppl library for zip operations.

PostPosted: Nov 3, 2004 @ 11:14pm
by mervjoyce

PostPosted: Nov 4, 2004 @ 8:11pm
by kornalius
New version available.

Fixes:
- Fixed pointer addressing issue with arrays.
- Fixed SpriteAt and SpriteAtRect functions.
- Fixed game api independent processing time.
- Fixed SetSpriteDirection().
- Some other minor fixes.

New features:
- Added looping and fading to particle engine.
- Sprite clipping.
- Parent sprite and parent sprite clipping.
- New motionblur.ppl demo, showing particle engine with fading.

PostPosted: Nov 11, 2004 @ 8:14pm
by kornalius
The latest version of PPL pre-release beta 0.8 is now available for download.

Fixes:
- g_init, added a new fullscreen parameter.
- Changed ^ operator to @.
- "BORDER" in sprite's collide to check for borders collisions.
- And many more...

New features:
- Auto offset and scrolling based on the map origins.
- New Scroll.ppl demo.
- Updated Particles.ppl demo.
- ^ operator (bitwise-exclusive or)
- Support for |= &= and ^= operators.
- Tons of sprite options. (SetSpriteOptions, SpriteOptions, AddSpriteOption, DelSpriteOption).
- OffsetSprite() function.
- Wrap() function.
- Sprite clipping is now supported.
- ParticlesCount() function.
- New MotionBlur.ppl demo.

PostPosted: Nov 13, 2004 @ 12:56am
by kornalius
Here is a brief list of things I am working on:

- Nice and simple User Interface functions for the gameapi:
- Keyboard (like the SIP).
- Input fields.
- Listbox.
- Button.
- Checkbox.

Things I'd like to do:

- A* multi-threaded pathfinding for sprites.
- Isometric display system.
- Nice level editor (tile editor) in PPL using the gameapi, with a LoadLevel() function for games.

The Isometric engine should be relatively easy to implement since I already did a fully working isometric game editor in Delphi. The multi-threaded A* pathfinding was also implemented in this game editor. It should be relatively easy to port too.

It seemed a bit quiet the past few weeks! :( I hope it's just a phase! ;)

I hope to release the official beta 0.8 soon. I want it to be pretty stable and impressive (the features are quite long to list now!). I will advertise it almost everywhere.

PostPosted: Nov 13, 2004 @ 1:48am
by sponge

PostPosted: Nov 13, 2004 @ 3:46am
by kornalius

PostPosted: Nov 13, 2004 @ 3:59am
by mmtbb