Minor changes to README, add newline to a printf in wthtool, edit the

Bar background, add some settings macros for music
This commit is contained in:
blitzdoughnuts 2024-12-19 21:45:34 -05:00
parent 23f5ad79ed
commit d38f19b824
5 changed files with 12 additions and 8 deletions

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@ -57,18 +57,17 @@ As the game is work in progress (0.2.0a as of writing), there's bound to be bugs
# Bugs
- RayLib and SAF are behind the SDL2 frontend, and have improper compatibility. May cause issues.
- Some functions, e.g. sheeted sprite rendering, may have useless parameters.
- A good way to try fixing this is to precache the size of the sprites when the game starts, or outright assume sprite sizes.
- Try precaching the size of the sprites when the game starts? Assume sprite sizes?
- The keyboard status function on SDL2 always throws a warning due to the NULL given as a pointer parameter. May cause issues.
# Mishaps
- Lukifer preserves his horizontal momentun while airborne. (not a concern; jumping's gone)
- Holding left and right simultaneously causes Lukifer to walk in place.
- Reversing the IDLE1 animation incorrectly loops.
- When going into a door that is supposed to take you to another object in the next room, Lukifer appears at the position of that object index from the room he came from instead of the next room over.
- SDL2 SPECIFIC:
- Demo playback might not find the EOF of the demo correctly
- Demos don't account for things like game settings, player position and status, and game vars like the level and the Interactibles within.
- When exiting the game and restarting without closing it, MIDI music doesn't go back to the beginning
- When exiting the game and restarting without closing it, MIDI music doesn't go back to the beginning (SDL2 MIXER ISSUE)
## Ideas for What You Can Do
@ -83,14 +82,14 @@ Considering that Wake to Hell is free software, it's no surprise that you may be
- Base your game off of WTH's codebase
- Port to your favorite platform, e.g. Pokitto
- Put Wake to Hell into [Anarch](https://git.coom.tech/drummyfish/Anarch) (or vice versa)
- Change the game's artstyle to whatever you wish
- Redraw the game's art
- Remove or exagerate the dreadful theme of the game
- Add it to a package repository (Debian/Devuan, Arch)
- Add it to a package repository (Debian/Devuan, Arch, probably Flatpak)
- Make the game 3D, bonus points for VR :)
- Make frontends for the game with, e.g. SFML, X11 and PulseAudio, OpenGL, even bare-metal
- Recreate the game on a different engine, like Godot, Torque, etc.
- Use the game for education or demonstration
- Remove any and all file I/O and piss off the normies Lmao
- Remove any and all file I/O and piss off the normies lmao
## Contributing

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@ -17,6 +17,11 @@
#define HEIGHT 270
#endif
// Music files for: (PC ONLY)
#define MUS_NMARE "NMARE.xm" // Lucid Nightmares
#define MUS_BAR "SHOPKEEP.it" // What Good Taverns
#define MUS_CRC "CRIMSON.it" // Crimson Red Cry
// starting room for WTH_DEBUG
#define DEBUG_STARTROOM ROOM_HOUSE

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@ -35,7 +35,7 @@ uint8_t findSubstring(char *input, char *mask, uint8_t masklen, uint8_t offset)
int main(int argc, char *argv[]) {
printf("Wake to Hell Tool by blitzdoughnuts\n");
printf("To use, open a command line (CMD for Windows, terminal of choice for Linux) and run this:\n");
printf("To use, open a command line (CMD for Windows, terminal of choice for GNU/Linux) and run this:\n");
printf(argv[0]);
printf(" [input file]\n\n");
if (argc > 1) {
@ -111,4 +111,4 @@ int main(int argc, char *argv[]) {
} else {
printf("No command line arguments were given!");
};
}
}