David Olofson
David Olofson
There are a bunch of singletons in the code; remnants of the ancient XKobo and Kobo Deluxe code. Meanwhile, 'prefs', and various other global objects are NOT singletons, which means...
Some of the classes added over the approximately 22 years this project has existed now: * _manage * screen_window_t * KOBO_replay_gst * KOBO_sound * KOBO_ThemeParser No further comments.
We have old and new code using mixed terminology, and the old code uses varying terms all over the place. Also, the terminology has been changed slightly, as we've now...
Replace scenes.cpp with one or more theme files. In the most basic implementation, this would just fill in the scenes[] array, but of course, we could extend that to define...
Not sure how far we can take this without implementing actual scripting, but at least, much of the enemy definitions is actually just graphics banks, sound effect handles, and a...
(See [audiality2/322](https://github.com/olofson/audiality2/issues/322).) There's no point in building tools and tests anyway, when all we need is the library, so the easiest fix/workaround would be to add A2 CMake options to...
See if there's a way we can bundle Win32, Linux32, Linux64, and OS X binaries, along with the game data, as *one* archive that works reasonably smoothly on all platforms....
As it is, both player bolts and enemy bullets are simply removed when they get off-screen, which doesn't make all that much sense from a game play point of view....
The bombs are already animated as rotating in Kobo Deluxe. The next natural step would be to replace the cross shaped trigger zones, and use directional detectors to detonate the...
As it is, the graphics theme definition "language" is implemented directly in the parser. In order to use the parser for other stuff (maps, enemies, configuration etc; see #157, #158,...