Well, probably won't make, but no problem
Hi!
I have uploaded the new test version.
Changes include:
* Reduced most version checking to simple warnings. (Thanks go to Tee)
* Added automatic disabling of full screen (needs test with problem system) as well as non-full-screen version.
* Added first level of in-game-menu
* Number pad RETURN is now handled as 'confirm' as well and number pad 0 has been added to 'cancel'
* Removed unnecessary '()' from creature class definition (Thanks go to ServalKatze)
This version includes font rendering in the in-game menu, leaving only pad input absolutely untested (although there are one or two font routines I may later implement that may cause additional problems.
All in all, my programming speed wasn't bad - well, when I was programming and not sleeping.
As things are, I will probably not be able to finish the game. I will try to finish the basic item handling code and inventory functions today, as well as implementing a basic event system.
If that works out, I might be able to create enough content for a light, no-combat version of the game - probably having a lot of unused features included in the code (^_^;;
Anyhow, even if I fail at that, doing this has been worth it, since I think I can use the engine as a good basis for creating my proper engine. Looking at it, I see that it is much closer or at least more easily adapted to a more flexible implementation than I have initially thought. So, rather than salvaging, I guess, it will be an expansion :) :) :)
So, I will give my best during this final day. I hope that the absence of crash reports means that the test versions thus far have worked fine on most machines.
Deathworks