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It's not actually cross platform.
ToastedFramework is not cross platform. It uses too many Windows-specific dependencies, including windows.h, winuser.h, allegro_direct3d.h, and many others.
Hi Distraxel, I'm working to fix those dependencies and provide an Xcode project too! ;) Some #ifdef should be enough to fix everything right away.
I already found windows.h, winuser.h and direct3d.h, but could you please be more specific about "many others"? Any help would be appreciated, Thanks!
Thanks! I think that's all of the dependencies, I said "and many others" because I assumed there was more. Right now I'm modifying the code a little bit to see if I can compile it under Linux.
By now all dependencies should be fixed :+1: I'll try to compile it under Mountain Lion later today. Please let me know if you are able to compile it under Linux. Which distro?
After a little bit of work, I managed to compile the demo in Mint. There is a weird issue with it, tile zero's background color is invisible. I doubt that is supposed to happen. I'll see if I can find what's wrong with it.
Oh, don't worry, that's not an issue! It's only a "standard" way to signal a transparent tile in the map. Most editors I know use this method, including Ogmo and Mappy. A good rule of thumb is to leave the first tile in your tileset transparent.
So I guess that you succesfully compiled it under Linux, congratulations! ;) Please keep looking the project because I'll push a major update in the next few days, including a new tech demo regarding a procedural world generation for a roguelike game ;)