operation bloodshed - devlog #12 - (fully working level editor)

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http://vittorioromeo.info
Devlog: http://forums.tigsource.com/index.php?topic=36131.0




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2013-11-29Dive into C++11 - [2] - Frametime, FPS, constexpr, uniform initialization
2013-11-24Dive into C++11 - [1] - Arkanoid clone in 160~ lines of code (SFML 2.1)
2013-11-23operation bloodshed - devlog #16 - (GUI, force fields, bullet boosters)
2013-10-22operation bloodshed - devlog #15 - (on-off pressure plates, explosives, new elements/tweaks)
2013-10-08operation bloodshed - devlog #14 - (new elements, multi-level sectors)
2013-09-30operation bloodshed - devlog #13 - (many new elements)
2013-09-30operation bloodshed - devlog #13 addendum - (example room)
2013-09-29operation bloodshed - devlog #12 - (fully working level editor)
2013-09-28operation bloodshed - devlog #11 - (particle blendmodes, ai changes, wip editor)
2013-09-26operation bloodshed - devlog #10 - (wall autotiling, charge particles, raycasting, new gfx)
2013-09-25operation bloodshed - devlog #9 - (turrets, hp counter, pits, new enemies)
2013-09-24operation bloodshed - devlog #8 - (all enemies can now have weapons)
2013-09-24operation bloodshed - devlog #7 - (major progress: ai, gfx, etc...)
2013-09-22operation bloodshed - devlog #6 - (possible enemy types demonstration)
2013-09-21operation bloodshed - devlog #5 - (testing enemies that shoot)
2013-09-20operation bloodshed - devlog #4 - (test particles redux)
2013-09-20operation bloodshed - devlog #3 - (test particles)
2013-09-20operation bloodshed - devlog #2 - (shooting test, enemy test)



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