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PostPosted: Fri Nov 24, 2017 8:33 pm 
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You can already do static sorting through the use of object pools. But dynamically sorting stuff would be very useful for both beat-em-ups and RPGs (strangely, neither of these are cases I had considered). I'll see what I can come up with.

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PostPosted: Fri Nov 24, 2017 8:49 pm 
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HihiDanni wrote:
You can already do static sorting through the use of object pools. But dynamically sorting stuff would be very useful for both beat-em-ups and RPGs (strangely, neither of these are cases I had considered). I'll see what I can come up with.


Or a fake 3D level in a shmup.

I thought that the only efficient way of doing this would be with an OAM linked list, and a table of entry points for each depth level.


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PostPosted: Sun Dec 10, 2017 10:45 am 
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Just finished up version 0.5.2, which has a few tweaks and new editor features:

  • Added a "create blank raw file" feature to the editor. Press N on the initial screen to use it.
  • Added the ability to paint tilemaps with the mouse, plus a visual tile picker screen, to the tilemap editor.
  • Decorated the top of each function in the engine and example source to improve readability.

Download link in the original post.

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PostPosted: Sun Dec 10, 2017 11:41 am 
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Waho, i missed this :shock:

impressive stuff .


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PostPosted: Sun Dec 10, 2017 11:45 am 
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Download link was broken for a bit, should be fixed now.

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PostPosted: Sat Dec 23, 2017 5:24 pm 
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A small update: there's now a public git repo!

https://github.com/cosmicchipsocket/superfeather

The git version already fixes several bugs from the current release (0.5.2). See CHANGELOG for details, and ROADMAP for what to expect from upcoming releases!

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PostPosted: Sat Dec 23, 2017 9:37 pm 
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Does it have a drag and drop sprite and block GUI level editor yet? If yes, then you got me sold, if no then I will have to wait a little more.


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PostPosted: Sun Dec 24, 2017 7:59 am 
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The ROADMAP currently has it listed for version 0.7. Scrolling level support is not the easiest thing to implement so you'll have to wait a bit longer. Sorry about that.

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