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Discuss how totally awesome Bang! is here.

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zamros
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Post by zamros »

i got sdl.dll not found.....?
Nixon
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Post by Nixon »

search your computer for sdl.dll and copy that to the folder with the program in it. That is what I had to do.
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Truncheon
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Post by Truncheon »

Damn, sorry about that guys. I'm uploading a new zip file with SDL.dll included now.

I'm not sure if this is legal, however.
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astral
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Post by astral »

Truncheon wrote:Damn, sorry about that guys. I'm uploading a new zip file with SDL.dll included now.

I'm not sure if this is legal, however.
It's perfectly legal to include SDL.dll in the package for your application, per the license.

The only time you have to worry with SDL is when you statically link SDL (compile the actual SDL source into your application so that SDL.dll is not required anymore). In this case, you must provide a way for the user to relink your application with a custom version of SDL to meet the licensing requirements.
The reindeer will eat you.
Microwave
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Post by Microwave »

Nice job, this program is cool. Is there a way to display a variable's value? I'm making a str variable and just want to see it display the changes of value.
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Truncheon
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Post by Truncheon »

Microwave wrote:Nice job, this program is cool. Is there a way to display a variable's value? I'm making a str variable and just want to see it display the changes of value.

Code: Select all

#set ch 97
#char ch

#hud 0 7 string_to_display flagname
Last edited by Truncheon on Sat Feb 20, 2010 3:29 pm, edited 1 time in total.
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Truncheon
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Post by Truncheon »

A new revised version of uzzt has been uploaded.
Last edited by Truncheon on Fri Oct 16, 2009 7:02 pm, edited 1 time in total.
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Truncheon
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Post by Truncheon »

NEW RELEASE (alpha revision 2)


* fixed problem with movable elements (sliders, boulders etc) being able to move objects
* fixed problem with player and objects not calling :shot label when shooting while adjacent to target
* fixed #take command problem
* fixed issue with '#bind' not allowing object to receive sends
* fixed how objects receive sends (all external sends except :thud fail on a locked object)
* fixed stars (they now cannot be shot, and do not die when hitting other elements)
* fixed problem with internal sends to non existing labels

* added alt glyph set editor
* added board transport command '#board'
* added a non object based script to act as master program
* added basic hud customization

Download: http://oculos.co.uk/
Last edited by Truncheon on Sat Feb 20, 2010 3:30 pm, edited 2 times in total.
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Truncheon
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Post by Truncheon »

...
Last edited by Truncheon on Sat Feb 20, 2010 3:29 pm, edited 1 time in total.
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Truncheon
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version beta

Post by Truncheon »

NEW BETA RELEASE

* fixed a serious bug in the '#set' code
* fixed textbox issue where commands between lines of text would force seperate text boxes - (you must now call the #endtext command to display the text box)
* fixed some subtle problems with passages and re-enter coordinates
* fixed the #change command, which was able to change the player into other elements (the player can still be changed into another player with a different colour)
* modified #if so that you can compare one flag against another (#if flag eq flag2)
* modified #put so you can store elements in an alternate space in the same tile (#put alt y x element)

* added #altswap command, which replaces all normal elements with those created using "#put alt"
* added #rset to store random number in flag (random number is between 1 and number specified)

* added #ifa command to check for a particular element at y x coords

Download: http://oculos.co.uk/
Last edited by Truncheon on Sat Feb 20, 2010 3:30 pm, edited 2 times in total.
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Truncheon
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Post by Truncheon »

NEW RELEASE UPDATE (beta revision 1)

* fixed bug in the code to move player (when pushers and others move into the player)

* fixed subtle problem with #walk mode

* fixed a problem with re-enter coordinates

* added changes to the text editor, making it less time consuming to use

* added code for invisible elements and ricochets

* added tab draw mode

* added #tport command for teleporting player within the same board

* added key response support in OOP - the :keypress label is called when a key is pressed (the ascii number of the pressed key is added to the global counter KEYPRESS)

Download: http://oculos.co.uk/
Last edited by Truncheon on Sat Feb 20, 2010 3:30 pm, edited 1 time in total.
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Truncheon
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Post by Truncheon »

A FEW CHANGES (beta r2)

* fixed the text processor - chars between 0 and 32 are now exported to textfile in a safe manner

* fixed bug in FF loader - no more seg faults

* changed text output - a single line of OOP text displays on the hud, instead of in the text box

* added #cut command, for toggling cutscene mode; custscene mode removes player from the board, and locks all player key actions (cut mode is turned off when calling the #board teleport command)

* added scroll and slime support

Download: http://oculos.co.uk/
Last edited by Truncheon on Sat Feb 20, 2010 3:31 pm, edited 1 time in total.
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Jotz
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Post by Jotz »

I like how this is progressing. This may be my new GCS of choice.
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Zenith Nadir
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Post by Zenith Nadir »

welp, that's the death knell
he looked upon the world and saw it was still depraved :fvkk:

Overall: Rotton egg for breakfast
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Truncheon
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Post by Truncheon »

:agh:
Last edited by Truncheon on Wed Oct 28, 2009 9:32 pm, edited 1 time in total.
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