For DELTA/DKCLB (the Level Builder), when it's done, yes. DELTA/DKCLB does not extract graphics by user request though, DKCRE will handle that.WAZ__Up wrote:will this be a DKC1, 2 and 3 editor
Yes. That's one of the major features of the project: resources from each game in the trilogy may be cross-combined.WAZ__Up wrote:will you be able to use DKC2 & 3 objects in a dkc1 map?
Things like this, especially more complex objects, will be customizable to the extremes. Barrel Cannons will be so customizable you'll go nuts trying to understand how they all work - there's even a programmable Barrel Cannon!WAZ__Up wrote:option for life balloons to produce x number of livesand the balloon characters themselves?
That might be a crazy feature for later on, but it could sure as heck work.WAZ__Up wrote:PLAY AS DK, DIDDY, DIXIE, AND KIDDY
Simion32 wrote:DELTA v0.0.5.0 Progress Updates:
The game engine now loads all levels correctly. I am currently working on the new physics system, and so far progress has been going smoothly. After the physics system has been re-coded for the umpteenth time, there is very little standing in the way of a release - only a Controls Configuration dialog and a few minor touch-ups need to be added. You can probably expect a demo relatively soon, maybe in a week or two.
If you meant that literally: Remember, you are responsible for your own actions... but in my opinion, that doesn't sound like a good idea.hellschatt wrote:I'll drop out of school just because of this
That reminds me... DELTA now has its own (simple) crash dialog, which was partially copied from DKCRE's most recent code. So any crashes in either program will now result in a customized crash notification, instead of the default Microsoft one (which really isn't useful in my opinion).HellFire wrote:with the common message "this program got an error and must be closed"
I don't have any technical knowledge of such filters, but it's a possibility. The thing with graphics filters is that they will slow the engine down, meaning you must have an even faster PC for it to work with a filter active.HellFire wrote:will you put support ( in the far future, maybe) for filters, like 2xsai or hq2x, etc?
Simion32 wrote:I'm not sure exactly where DELTA stands right now in terms of System Requirements... however, I'm certain that when it's completed the requirements will be fairly heavy.
To answer you question: YES. DKCLB will be customizable beyond belief. Many of these kind of questions have already been answered in the DKCLB thread.
Simion32 wrote:Most of the time, Jungle Hijinxs is now running at a smooth 60FPS at around 3.78% (with acceleration)
1280x1024 full screen. Lower resolution (like 800x600) should be faster if you cannot use hardware acceleration.Cyclone wrote:At what screen resolution?
The engine itself should work on other systems, but the entire GUI code would have to be redone since it's windows-specific (DKCRE is probably more portable than DELTA at this point, not sure).Cyclone wrote:Just a thought. Will you be able to compile the code so it runs on non windows operating systems?
Simion32 wrote:The significance of this is that text drawing can now use custom fonts, and they can also be drawn using DELTA's available blender modes (internally, it uses MMX to draw the characters).
Simion32 wrote:The ellipses means that a variable number of arguments may be supplied to the function. Programmers should know the normal library function printf() for doing this.
Keep in mind, that is only a concept image!FrankMorris wrote:Wow.. This looks AMAZING!
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