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Retro game engine
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ivansafrin/librgs
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General Features: * C99 (should be usable from C++, but really designed for C) * Crossplatform (OSX,Windows and Linux) (DS support hopefully later) * API-independent, tho currently reliant on SDL * Small and fast Editor Features: * Sprite animation/bounding box editing. * Visual tilemap editing (place entities, define collision and attribute tiles in layers). * Single tile or brush tile editing. * Arbitrary game settings: attributes, entity and brush presets can be saved to files. * Bitmap to tilemap import: converts a bitmap to unique tiles of arbitrary size, then creates a map file from it. Graphics Features: * All surfaces are paletted 8-bit * Load palettes from .pal files (editable in Photoshop) * Loads sprites from custom sprite file format editable in the editor * Loads static graphics from custom image format (convertable in the editor) * Optional NTSC emulator filter. * Arbitrary screen size (initialized with two resolutions, one actual and one screen). * Automatic rendering queue based on screen layers * Easy text rendering with two built-in bitmap fonts Sound Features: * Plays music from NSF (Nintendo Sound Format) files. * Plays sounds from the native SFXR format (sfs) Tilemap Features: * Automatic entity to tilemap and entity to entity collision detection and gravity * Atomatic entity loading (in the code predefine the sprites and update/init functions for each entity type, then just load the .map file) * Scrolling support + follow entity. * Arbitrary tile size * Tile data and tile graphics loaded from separate files. Basic UI Features: * Buttons * Scrollbars * Text Input * Select lists
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