- Joined
- Dec 8, 2005
- Messages
- 6,603
- Age
- 40
- Location
- UK
- Website
- pokeparadox.itch.io
- WEBSITE
- https://github.com/pokeparadox
- YOUTUBE
- pokeparadox
Speaking of bubbles, how about a game, where you shoot an arow to pop the vista bubble... Then maybe do something else... or just watch the window breaks hitting the pavement, and get eaten by viruses ;p I'm not a programmer, so that's why I come here, to sell the idea to you Have a niche day
We don't want to hate on Vista too much, there are sensitive types that think the BadVista game is a little too much, even though it's just a bit of fun.
Greetings from Chile btw!
I'll just update what I've been working on
Later!
We don't want to hate on Vista too much, there are sensitive types that think the BadVista game is a little too much, even though it's just a bit of fun.
Greetings from Chile btw!
I'll just update what I've been working on
- Practicing my rusty Spanish
- Dancing
- Drinking...
- More Dancing
- More Drinking
- Repeat some more
- Meeting all my relatives, There's a lot O_O
- Trying to optimise this comp since it's very sloooow(my cousin's)
- Rewriting the structure of the differing render targets preparing for the move to an accelerated format. This is still in progress... I'm first getting the PENJIN_GL target up and running since there is existing code in the classes, lot's of things need updating here. Once I have PP! running in GL mode, I'll add some GLES(2.0) code to the classes.
- I've also had the idea that I can remove the need of passing the SDL_Surface* to the screen to render using SDL. Instead I can get the screen* on class init and store the pointer within each class. It obviously adds to mem usage, but not substantially since it's a pointer. This would make some of the code a lot cleaner between differing render targets.
Later!
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