Line Rider Unleashed Progress (Shotoku's build)
5 posters
Page 1 of 1
Line Rider Unleashed Progress (Shotoku's build)
So, for those not in the know, Mhenr has released his Line Rider Unleashed project's source code I have been given the privilage to continue work, under one or two conditions.
I would have left Kevan's to toy around with it, but supposedly he doesn't know how to read proper C++ well and would just rather work with a scripting engine (Loom). I will be continuing Mhenr's progress myself.
So far the game is almost ready to be played. I am currently working on track saving/loading, and once I have that figured out I will begin posting builds that I have made. I cannot compile for Macintosh at the moment, but using an emulator such as Mono or Wine shouldn't cause too many problems. I would appreciate assistance from somebody who owns a Mac to build the application for our Apple users.
The source code will be freely available upon request, under the conditions that it is not distributed outside of this forum
I would have left Kevan's to toy around with it, but supposedly he doesn't know how to read proper C++ well and would just rather work with a scripting engine (Loom). I will be continuing Mhenr's progress myself.
So far the game is almost ready to be played. I am currently working on track saving/loading, and once I have that figured out I will begin posting builds that I have made. I cannot compile for Macintosh at the moment, but using an emulator such as Mono or Wine shouldn't cause too many problems. I would appreciate assistance from somebody who owns a Mac to build the application for our Apple users.
The source code will be freely available upon request, under the conditions that it is not distributed outside of this forum
Fauxfyre- Member
-
Re: Line Rider Unleashed Progress (Shotoku's build)
mhenr and I both agree the code is poor quality. Here are some ways to make it better
mhenr18 wrote:uh, line storage needs proper separation
rendering is weird and can be done a lot more efficiently by just memory mapping and dumping vertices
UI can be just done by using libRocket
rather than writing a UI engine myself
rather than texture grid bullshit
also use CMake
which is built for cross platform generation of project files or makefiles
Conundrumer- Line Rider Legend
- actually working on OII
Re: Line Rider Unleashed Progress (Shotoku's build)
Conun returns just to post about the game, not actually suggesting he plays the game itself.
If this becomes playable, I want to work with it to port it to other devices, thank you.
If this becomes playable, I want to work with it to port it to other devices, thank you.
ScrungleBlumpkus- Member
- Interior Crocodile Alligator
Re: Line Rider Unleashed Progress (Shotoku's build)
Dapianokid wrote:Conun returns just to post about the game, not actually suggesting he plays the game itself.
If this becomes playable, I want to work with it to port it to other devices, thank you.
Conun and Mhenr worked closely with that code, so he does know what he's talking about. Doesn't matter if it's playable, but on the developer end it can.
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|
Mon Mar 18, 2024 11:03 am by alpha leonis
» bubblegum - Pure5152
Thu Nov 23, 2023 4:36 am by Rafael
» Started in 2020 - thoughts?
Mon Jul 24, 2023 1:21 pm by cvang
» Hypersonic Motion - Preview and explanation
Mon Jul 24, 2023 12:15 pm by alpha leonis
» Track question
Mon Jul 24, 2023 12:14 pm by alpha leonis
» Line Rider Pointy Wobbly Italian Rat ~ Leonis
Mon Jul 24, 2023 12:12 pm by alpha leonis
» Line Rider Prism ~ Leonis
Mon Jul 24, 2023 12:11 pm by alpha leonis
» Playtime - pure5152
Tue May 16, 2023 4:05 pm by Sheldon
» I coded today!
Mon Mar 20, 2023 6:53 am by jimmysanders