Tonc is my reasonably successful tutorial on GBA programming, covering NET 4.0 already, but if not, you can get it here.Īlso, this is still somewhat of an alpha. If you're running Windows you probably have. NOTE: this is a C#/WPF application using. More features will probably be added later, but for now this should be useful enough already (and no, those features will not include simulating solutions. It gives you a simple overview of the level statistics (with the amount of undos for each level), remove undo info to keep your savegames small (useful for uploading to solutionNet, as well as Steam Cloud) and, most importantly, allows you to export and import solutions. Things like viewing level-stats at a glance, removing the insane amount of undo information that can build up, and saving and reloading entire solutions. Remove some type definitions and maybe create your own makefile forĪs awesome as the SpaceChem is, there are still a few features that you can't (and maybe shouldn't?) do in-game. Or at least very nearly so the catch being that you might have add or The code should be platform independent right now, Not good enough? Well, the source code is available too, so you'reįree to modify it. The capability for an NDS alphabit has been added recently as well. With a reduced tileset (or using an external tileset), popular map layouts,Īnd compression compatible with the GBA's BIOS routines. Metatiling (for 1D object mapping for example), making a tilemap along Put into VRAM, but also more complicated matters such as tiling and They can do most of the simple things like readingĪn image (pretty much any type of bitmap thanks toĬonverting it to binary data of various bitdepths which can be directly However, if one has a stock weapon that has been renamed or described, it can be used to craft into scrap.Grit and its GUI version Wingrit are my image converters for the GBA Note that the table does not include the Stock weapons for the classes, such as the Scattergun, as these are not usable in crafting. Below is a list of all the usable weapons and slots that the crafting system uses. For example, the Spy's Revolver is classified as a secondary weapon despite how it is equipped in the first item slot in-game. In contrast with the weapon slots presented in-game, the crafting system classifies some weapons in different slots. The following list shows what is accepted in the Fabricate Set Headgear blueprint and their results:įabricate Horseless Headless Horsemann's Headtaker Note: These blueprints are only available to premium players. Main article: Craft items Metal BlueprintĪny 1 Class Token and any 1 weapon belonging to an alternative classĪny 1 Slot Token and any 1 weapon equipped to an alternative slotįabricate Horseless Headless Horsemann's Headtaker This can be removed by right clicking the item in the backpack and clicking the Restore button. Crafting allows to craft 156 unique weapons (including 19 reskins) and 428 unique cosmetic items.Ĭrafting any cosmetic item or weapon displays "Crafted by " in the description of the item. Non-Premium users cannot craft Rare or Special items, and tools cannot be crafted under any circumstances. After following a valid blueprint recipe, the player gains the item specified by the blueprint. In order to create items, the player must follow the blueprints, all of which are initially available to players with a Premium Team Fortress 2 account. Crafting is usually conducted by utilizing unwanted or duplicate items gained through the item drop system. Items that can be created include weapons, cosmetic items, and materials that can be used in further craftings, such as Scrap Metal or Class Tokens. Crafting was introduced with the WAR! Update in the DecemPatch. Crafting is an in-game system that allows players to create any specific items for use in Team Fortress 2.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |