-
Notifications
You must be signed in to change notification settings - Fork 2
/
README.txt
48 lines (34 loc) · 1.63 KB
/
README.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
General Features:
* C99 (should be usable from C++, but really designed for C)
* Crossplatform (OSX,Windows and Linux) (DS support hopefully later)
* API-independent, tho currently reliant on SDL
* Small and fast
Editor Features:
* Sprite animation/bounding box editing.
* Visual tilemap editing (place entities, define collision and attribute tiles in layers).
* Single tile or brush tile editing.
* Arbitrary game settings: attributes, entity and brush presets can be saved to files.
* Bitmap to tilemap import: converts a bitmap to unique tiles of arbitrary size, then creates a map file from it.
Graphics Features:
* All surfaces are paletted 8-bit
* Load palettes from .pal files (editable in Photoshop)
* Loads sprites from custom sprite file format editable in the editor
* Loads static graphics from custom image format (convertable in the editor)
* Optional NTSC emulator filter.
* Arbitrary screen size (initialized with two resolutions, one actual and one screen).
* Automatic rendering queue based on screen layers
* Easy text rendering with two built-in bitmap fonts
Sound Features:
* Plays music from NSF (Nintendo Sound Format) files.
* Plays sounds from the native SFXR format (sfs)
Tilemap Features:
* Automatic entity to tilemap and entity to entity collision detection and gravity
* Atomatic entity loading (in the code predefine the sprites and update/init functions for each entity type, then just load the .map file)
* Scrolling support + follow entity.
* Arbitrary tile size
* Tile data and tile graphics loaded from separate files.
Basic UI Features:
* Buttons
* Scrollbars
* Text Input
* Select lists