the B90sR engine.

yeah, i did it, it took 3 fcking hours this time. b90s took me 3 years if eel te abaeidhsrdieahdiofwhkoaf,tawftuaywdhaowfdaw-

anyways lets go over b90sr before i decide to cry because of my skill.

the b90sr engine is a improved recreation of the b90s engine, this time fully backed up (in case of corruption), it reduces dev times and while it may be slower it is more accurate. it is made by me and it uses mdpalib at its core (yeah. i do not give a sht, i fixed it). now the git repository is not updated frequently and the best build will be on darnell source code, which is a private git repository.

b90s vs b90sr:
they both use 1 cmap
b90sr has tools to avoid annoyances.
b90sr cmap can have 5 colours and each one do something diferent, since b90sr is a platformer engine, 1 is for nomal collision, 2 is for ignoring if grav < 0, 3 is for dying,4, is for springs, and 5 is for overpowered springs.
b90sr does not support normal bgs but for a good reason.

before the year is up, im gonna release darnell by myself.

links:
https://www.youtube.com/channel/UCjWTTbs1S1GXplIwlW6qNcQ (cubed pixel youtube channel ocassionlly posting jokes about nds dev.)
https://github.com/CubedPixelTeam (cubed pixel github)
https://github.com/CubedPixelTeam/mdPAlib (mdpalib)
https://github.com/CubedPixelTeam/b90sr-engine (b90sr)

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