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  1. Sep 10, 2010
  2. Sep 09, 2010
  3. Sep 07, 2010
  4. Sep 06, 2010
  5. Sep 05, 2010
  6. Sep 04, 2010
  7. Sep 03, 2010
  8. Sep 01, 2010
    • dg's avatar
      Added core.game.setRealtime(freq) function to set the engine into realtime... · e5acc460
      dg authored
      Added core.game.setRealtime(freq) function to set the engine into realtime mode, calling tick() at the given frequency
      Added an example_realtime module that is an exact copy of example module but in realtime (the gameplay sucks it's not adapted)
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@1125 51575b47-30f0-44d4-a5cc-537603b46e54
      e5acc460
    • dg's avatar
      fix · 26eec1a4
      dg authored
      git-svn-id: http://svn.net-core.org/repos/t-engine4@1121 51575b47-30f0-44d4-a5cc-537603b46e54
      26eec1a4
    • dg's avatar
      New :cloneFull() method on all objects, this makes a perfect clone of the... · cde38fd2
      dg authored
      New :cloneFull() method on all objects, this makes a perfect clone of the given object and any subjects recursively without creting duplicates of subobjects. This is nearly instantaneous and thus could be used to create time travel spells and other neat things.
      Saves can now be made in the background while continuing to play the game. This obviously speeds ups considerably the gameplay since saves now "feel" instant.
      *WARNING* Module makers: I had to change how savefiles work, there is a few changes needed in your modules for it to work.
       * In Game.lua: change the Savefile code in saveGame() to be just a call to savefile_pipe:push(game.save_name, "game", game)
       * In dialogs.Death too
       * Take a look at either the example module or ToME to see how it works exactly, it's really easy to convert
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@1119 51575b47-30f0-44d4-a5cc-537603b46e54
      cde38fd2
  9. Aug 31, 2010
  10. Aug 30, 2010
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