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Author Topic: C-evo: New Horizons 1.3.0 release  (Read 5304 times)

Chronos

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C-evo: New Horizons 1.3.0 release
« on: November 02, 2021, 05:39:57 pm »
I would like to announce a new release of this Linux/Lazarus port. It has matured enough after few years of development to be fully playable on both Windows and Linux.

New notable features since 1.2.0 release:
* User configurable key bindings
* Zoom-able map in three levels by mouse wheel

https://app.zdechov.net/c-evo
« Last Edit: April 16, 2024, 06:24:38 pm by Chronos »

funlw65

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Re: C-evo: New Horizons 1.3.0 release
« Reply #1 on: November 02, 2021, 11:35:55 pm »
Thank you for the link, didn't know about it!
FreePascal 3.2.2, C 10.2.1, D 1.24 under Linux(init,musl,glibc), DragonflyBSD, NetBSD
gui: gtk2, qt5, raylib4.x+raygui3.x, nanovg 
tui: freevision, tvision2, termbox2+widgets, finalcut
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Roland57

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Re: C-evo: New Horizons 1.3.0 release
« Reply #2 on: November 03, 2021, 06:15:15 am »
Looks very nice. Impressive work! Thank you for sharing the source code. I could compile it without any problem.

I hope I will find time to learn the rules and play the game.
My projects are on Gitlab and on Codeberg.

cappe

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Re: C-evo: New Horizons 1.3.0 release
« Reply #3 on: November 03, 2021, 08:30:27 am »
nice, I'll try to play with it.

Lulu

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Re: C-evo: New Horizons 1.3.0 release
« Reply #4 on: November 03, 2021, 08:14:30 pm »
I played and my first game ended in a game over... I am not very patient!
Thanks you to share this project !
wishing you a nice life

Chronos

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Re: C-evo: New Horizons 1.3.0 release
« Reply #5 on: April 16, 2024, 06:32:41 pm »
A new version 1.3.2 was released which supports High DPI screens and scale game interface according system settings.

https://app.zdechov.net/c-evo

One interesting thing about this is that C-evo as a game is pretty big project and it has a lots of hard coded user interface dimension constants so it was not as simple as scaling those constants with some scale function or LCL scaling. So I had to use different approach and I have developed scaling layer between the game and LCL called DpiControls https://app.zdechov.net/c-evo/browser/trunk/Packages/DpiControls . Thanks to that layer which contains many components like TButton, TPanel, TEdit, TForm, etc., it is possible to keep hardcoded constants and use them as points instead of pixels. With some additional bitmap handling to make precise graphics drawing, it is now possible to simply scale the game according either system settings or according to custom set DPI. So that would be another approach to add High DPI support for existing app.

 

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