Git Product home page Git Product logo

cosmore's People

Contributors

lethal-guitar avatar smitelli avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

cosmore's Issues

Cool project, but wondered,

do you plan to make it so you can add, new enemies? I would also love it if you could make the boss have more hp and be harder to pin down too. :)

Let me know if you want me to try it out, I will test when its beta if you want

CanBeExploded() does not seem to have an entry for the Tulip Launcher

I need to be able to make this actor unaffected by explosions, but the source code doesn't seem to have an entry in the CanBeExploded() list for the Tulip Launcher. Also, I don't see a case argument to make Cosmo go in front of an actor, or change the layering for an actor.

Other than that, because of how the commands are organized, making some of the custom elements is going pretty well!

Better code organization via Unity build?

I was wondering if it wouldn't be possible to further split up the two gameN.c files while retaining the shape of the EXE, by using the preprocessor to include multiple .c files into a single translation unit. This is often called a "Unity build" (no relation to the game engine of the same name). E.g., you could have files actors.c, menu.c etc., and then game1.c would mostly consist of just include statements:

#include "actors.c"
#include "menu.c"
// etc. ...

The compiler would still only be invoked on game1/2.c, never on these additional C files, so the resulting EXE should be the same, but the human reader would be presented with smaller, more focused source files that are a bit easier to navigate.

I have no idea if this would work with Turbo C, but I can't really imagine a reason why it shouldn't. Maybe this is even how the original authors did it? It seems a bit unwieldy to work with these huge files, but OTOH when dealing with all the idiosyncracies of the time it's maybe a small thing. We'll never know..

Anyway, just thought I'd share this idea ๐Ÿ™‚

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.