A few teasers from the upcoming 0.0.94 release.
1) Custom graphics packs supported. To indicate that the graphics pack is custom made (so the client doesn't do a normal version check), you use the following settings in convimg, in addition to the normal ones.
2) The splash screen has been completely reworked.
![](http://titrek.us/gallery/stills/0.0.94_splash.png)
The menu interface is cleaner, and the networking status is indicated by icon now, instead of by text. A green USB icon indicates that the serial device is ready, a red icon indicates some error. If we implement nanotube, or internetce support, an icon will indicate if the program is preferring that connection.
3) The program now alerts you on the splash screen if your graphics version is incompatible.
![](http://titrek.us/gallery/stills/0.0.94_splashwitherror.png)
The incompatible graphics is triggered in one of two ways:
a) You are using a default sprite pack and the version header does not match the one set within the program's `reqd_version` array.
b) You are using a custom sprite pack (version string 0xff, 0xff), and the number of sprites in the LUT does not match the number of sprites in the program build.
Either of these being the case causes the above alert to show up, and the "Play Game" menu option to just return you to the main menu.
All splash screen and error/alert icons are built directly into the program to ensure they are available... the asset pack only supplies stuff used for the game.
1) Custom graphics packs supported. To indicate that the graphics pack is custom made (so the client doesn't do a normal version check), you use the following settings in convimg, in addition to the normal ones.
Code Select
lut-entries: true
header-string: "\xff\xff"
Special thanks goes to MateoC for implementing the `lut-entries` option in convimg... it simply moves the offsets LUT into the appvar itself, rather than leaving it defined in the program. This allows the program to load any array of sprites as assets. You will still have to keep the same sprite order, however. Refer to the link I posted previously for details.2) The splash screen has been completely reworked.
![](http://titrek.us/gallery/stills/0.0.94_splash.png)
The menu interface is cleaner, and the networking status is indicated by icon now, instead of by text. A green USB icon indicates that the serial device is ready, a red icon indicates some error. If we implement nanotube, or internetce support, an icon will indicate if the program is preferring that connection.
3) The program now alerts you on the splash screen if your graphics version is incompatible.
![](http://titrek.us/gallery/stills/0.0.94_splashwitherror.png)
The incompatible graphics is triggered in one of two ways:
a) You are using a default sprite pack and the version header does not match the one set within the program's `reqd_version` array.
b) You are using a custom sprite pack (version string 0xff, 0xff), and the number of sprites in the LUT does not match the number of sprites in the program build.
Either of these being the case causes the above alert to show up, and the "Play Game" menu option to just return you to the main menu.
All splash screen and error/alert icons are built directly into the program to ensure they are available... the asset pack only supplies stuff used for the game.