Tag Archives: game development

sharpallegro 0.0.4 released!

I’m very pleased to announce a new release of sharpallegro.

Not much has changed, but there are some important improvements I wanted to make available to the public. Here follow a list of major changes (for a complete reference check the CHANGES file in the release package):

  • Updated allegro to 4.4.2
  • Forced x86 platform compilation on all projects to support 64 bit platforms
  • Ported RLE_SPRITE and COMPILED_SPRITE structs. (Actually COMPILED_SPRITE behaves as an RLE_SPRITE as if I386 was not defined)
  • Moved SVN repository away from Google Code

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Sharpallegro 0.0.3 released!

It’s really time for a new release.

It’s been a while since the last release and really there’s not much new in this one, but at least this confirm sharpallegro to be fairly usable and stable.

Most of the changes come from the needs for developing SharpallegGL which is to be released very soon.

Here comes the changelist:

  • Converted solution to actual 2010 standard
  • Various fixes/cosmetic changes/bugfixes
  • Ported some other functions
  • Ported some truecolor routines
  • Ported standard blender modes
  • Made key constants public to be accessed when a class doesn’t inherit from Allegro (useful for standard WinForm applications)
  • Ported cpptest test
  • Ported gfxinfo test
  • Ported playfli test
  • Made excamera work by avoiding the problem
  • Ported exlights (almost completely)

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Sharpallegro 0.0.2 released!

I have been working on sharpallegro lately, which is still far from complete. But after being able to port most of the examples, I think it has enough funcionalities to be used in your own projects.

I’m also using it to develop some small games you will see soon and I found it to be quite mature.

If you need an idea of what sharpallegro is capable of, take a look at the Screenshot Section

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