I've just released version 2.7 of apoplexy.
The GNU/Linux version is available here.
The Windows version can be downloaded here.
Changes since the last version:
+ Now auto-enables all PoP1 resources, if necessary (and possible).
+ For PoP1, the "0"-"9" keys are now shortcuts for various tiles.
+ The "i" key now toggles tile information.
* Improved several of the PoP1 spike images.
* Cleaned up the code a bit (e.g. simplified PreLoadSet()).
* Less #define's are used for the calculation of tile offsets.
* Changed various iEditPoP if/else statements to switches.
apoplexy v2.7 released
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- Calif
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- Joined: August 27th, 2011, 2:04 am
Re: apoplexy v2.7 released
Working good so far, but im not sure if is a bug, when added a guard type in prince 2 caves, it always keep changing to skeleton...
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: apoplexy v2.7 released
On the guards screen, if there is a red border around the L R checkboxes, then the level type doesn't support that particular guard type.
In the caverns, the game loads resources for the skeletons and the sword.
In the caverns, the game loads resources for the skeletons and the sword.