Yeah, that'll get done sooner or later. It'd be nice to get the issues with the current version sorted out before introducing more.
TBH, if you dump it as open-source, people will potentially fix many issues, and introduce others. You can't really support the open-source thing at all, as an individual. it's unrealistic, but it might lead to self-improvement (?). We can hope.
Nah, I kinda like it better when things just plain don't work.
Then you'd just adore my daily worklife.
Nothing ever seems to work, the first time round.
Really though, the reason I brought that up, is that apparently it's not just my inability to generate a makefile for everything that is at faul; and without being able to compile, it;s impossible to test anything.
Link, enemies, weapons, and items all use AngelScript. How much documentation do you want for a transient state?
None of it should make any difference to ZScript.
How much? I'd be happy with a plain text file that lists what you have ported over, what you are in the middle of porting, what is planned/incomplete/untouched. That helps greatly, especially for contribs.
I don't see any reason to do that. It's a lot more work with no apparent benefit. And while it may be doable on all current platforms, it would likely preclude, say, a 3DS port in the future.
I have to concur. Why add in YAL? No net benefit, and lots of extra work for everyone involved.
Saffith, what is the best way to pass a ZScript array into an internal Allegro function? Should I be using getArray(), making a vector with it, just passing it from scdi[], or something else?
In the fork that I made, see Polygon.cpp for the reason I'm asking.
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Maybe I'll avoid being lazy and fix the Ganon battle to repair the NES inconsistency. 'Maybe' here, meaning I might try, and then delegate. {{shudders}}
I;ve thought about making a ghosted NES Ganon in the past though. It really is a lot of work, as he has an insanely complex pattern.
Edited by ZoriaRPG, 29 January 2016 - 05:08 AM.