Yeah using glfw or sdl2 would make it more cross platform for sure but I did my own backend to both add to the challenge as well as learn about more about how everything works. Also, sorry for the late response, I'm not sure why but I don't get notifications for these messages.
EMMIR
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Hey! To make it cross platform I write backends for the different platforms.
A few platform specific things are needed to be done:
1. Making a window that I can draw an image on
2. Getting keyboard and mouse input
3. Audio
On macOS I use X11 and AudioToolbox, on Linux I use X11 and ALSA, and on Windows I use Win32 + GDI + WinMM
I have some code on GitHub that demonstrates some of these things (minus the audio):
Thanks for the feedback, and thanks for taking time out of your day to play! Yeah I'm aware of the difficulty of the sneak tutorial, it will be tweaked to be made easier in the next release!
I released a video on my YouTube channel demonstrating how to get past the sneaking tutorial if you're still interested:
Oh ok then that's intentional, it should cover the task bar. This is because I don't use the the 'full screen exclusive mode' and instead just use a borderless window so you can play 'full screen.'
Yes it's possible to display the FPS in-game, these types of settings are found in data/config.cfg. set showfps to 1 and it should appear.
Thank you for taking the time to play and write feedback! I will certainly take your suggestions into consideration before the next release. The tutorial sneak part is admittedly much harder than I'd like so I will definitely reduce its difficulty in the future. The food eating idea is good too, I'll implement it and see how it feels with items that aren't food too. The mouse sensitivity issue is a bit of a tough one since it is dependent on the game's performance. I've tried to find a solution but I'm not entirely sure if one exists due to the game running all on one thread.
Regarding your last point, when I tested KC on Windows 10, it would show up on top of the task bar so I'm not sure why yours is showing up behind it but I will look into it.
Again, thank you so much for the feedback!
Thank you so much!
I've considered it but there are several big issues regarding it. DOS, for example, is 16-bit, so a lot of the existing code simply wouldn't work to begin with. The PS2 has its own set of functions to interact with its hardware and I doubt the CPU is powerful enough to run King's Crook as quickly as I'd like. And it's not just performance that will suffer, there are also RAM limits on older platforms that are tricky to get around. Another factor is input--King's Crook is designed as a PC game with mouse-look and a large number of keyboard bindings, this wouldn't translate well to a console. My goal with King's Crook is to make a late 90s, early 2000s PC game rather than a game that could've been run on retro consoles. But yeah I've definitely considered (and in the case of DOS, tried to) port at least the 3D engine to the platform but it's way too large of an undertaking for me.
I appreciate your support and I'm glad you asked this question :)
Thank you for playing and leaving a review!
Stats can be opened by pressing '8'
Likewise, to see the weapon stats you can press '6' and to see equipment stats you can press '7'
I should definitely make these controls more obvious so thank you for the feedback, I'll make sure to do something about it :)