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SFML projects / Re: Huitzilopochtli
« on: November 19, 2015, 01:56:50 am »
Hey Mario,
thanks for the feedback!
- Controls and screen issues should be fixed already in my local version and also on github (https://github.com/Slin/Project-Sacrifice).
There is still some bug with the controls getting into a bad state though, but I didn't look into it yet.
- The asset loading base path thing was only needed for OSX so far and since it successfully loads all assets I am quite confident that it is used in all the right places.
- With the "bin" subdirectory you are talking about what the cmake project does? For development we just set a working directory in the IDE. I like the idea of having something like the bin folder, but ideally it would also copy the assets in there.
- In terms of having everything in once place I admit that handling the input through events is cleaner, but in terms of understanding the code using the input I kinda prefer the current way. Also since we created the game within a very short deadline it was just more straight forward the way it is.
I really appreciate you giving it a try on android and looking into the code
thanks for the feedback!
- Controls and screen issues should be fixed already in my local version and also on github (https://github.com/Slin/Project-Sacrifice).
There is still some bug with the controls getting into a bad state though, but I didn't look into it yet.
- The asset loading base path thing was only needed for OSX so far and since it successfully loads all assets I am quite confident that it is used in all the right places.
- With the "bin" subdirectory you are talking about what the cmake project does? For development we just set a working directory in the IDE. I like the idea of having something like the bin folder, but ideally it would also copy the assets in there.
- In terms of having everything in once place I admit that handling the input through events is cleaner, but in terms of understanding the code using the input I kinda prefer the current way. Also since we created the game within a very short deadline it was just more straight forward the way it is.
I really appreciate you giving it a try on android and looking into the code