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On slow systems, the game cannot render quickly and leads to timing bugs. The GCW Zero platform is affected for sure, and raspberry pi (and similar SBC) are likely affected as well.
This class of bu…
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According to http://wiki.surkow.com/Tutorials:SDL
- Use SDLK_PAUSE to bring up pause menu/text
- Use joystick 1 as directions too for player 1 (analog stick mapped to this)
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cxong updated
5 years ago
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Did anyone try to set resolution to 320×240 when playing alpha demo? Does it work?
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This will also require drawing the bullet, in a way that has nothing to do with its hit detection.
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cxong updated
5 years ago
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As I mentioned in #722, it is currently impossible to get to the text input field in GameStateNew if you're using mouseless controls.
Dorkster commented there:
"So far, we've mostly thought of mouse…
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More accurately, being in a text input box doesn't disable keyboard menu controls, but there's only one text input box in the entire game.
Tested with latest code in Flare and Concordia.
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Originally, we had two platforms that have kept us tied to SDL 1.2:
- GCW-Zero. The toolchain for this device now includes SDL 2 as a non-experimental library. So SDL 1.2 is not needed for this anymor…
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We can release Flare engine v0.19 soon. But there is one thing that disturbs me: We have 12 open bugs. It would be cool to fix them (if not all but at least most of them) before 0.19 release.
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SDL 2.0 is now stable.
Do we want Flare 1.0 (or the 1.x series which will try to be a stable long-term branch) to use SDL 2.0?
SDL 2.0 support should be fine on modern OSes or devices, but I'm wond…
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I opened this issue to discuss steps needed to implement in order for Flare to support handheld platforms.
What I understand as a "handheld platform" is a device, which:
- uses keyboard interface or
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