Fri, 25 May 2018 13:09:46 -0000
As LBreakout2 is still quite popular (after more than 15 years!) I started LBreakoutHD as a remake (can't believe it myself). All LBreakout2 levelsets and themes work (if copied over). It is a standalone as I wanted to clean up the code as well (uses SDL2 and C++11). Right now, it's in a very early state and not really easy to use (limited configuration by command line, no sound, no menu, no fancy stuff ... but's it playable!).
It's main feature is scalability: It will run on any 16:9 resolution (window or fullscreen) and new themes can be of any resolution as well (1080p, 4k, 8k, ...). It also supports TT/OT fonts so translations can use language dependant characters.
Check it out here: https://sourceforge.net/projects/lgames/files/lbreakouthd/
It needs SDL2, SDL2_image and SDL2_ttf.
Sun, 08 Apr 2018 10:50:05 -0000
I never knew there was a PortableApp for LBreakout2... I added a link and removed the other much older Windows ports (files still remain on SF server though).
Sun, 01 Apr 2018 12:08:45 -0000
OFT has submitted updates for levelsets HartzIV and PCGames and theme Frameless. Thanks!
Sun, 12 Nov 2017 12:47:27 -0000
I updated the single player version of LMemory to count errors (whenever you click a card that you could know it it isn't the right one if you remembered properly) instead of simple clicks. Much more useful this way. No error means you remembered everything correctly.
Sun, 08 Oct 2017 11:40:41 -0000
I fixed the weather (screwed in 1.4.0, was always fair due to wrong conversion) and added a minimap to the panel which is quite useful especially in deploy mode.
Sun, 01 Oct 2017 16:12:25 -0000
I improved the rest of the GUI to get a consistent look with the new panel and simplified the scenario dialog so it's much easier to change the settings on starting a new scenario. I also fixed a number of issues I ran across while playing myself: no entrenchment for ships in harbors (ever tried to kick out a fully entrenched light cruiser with only artillery and bombers? no chance...), no unit deployment on impassable terrain (e.g. infantry in the ocean) unless it's the deploy turn where units get embarked and objectives are written in capital letters as sometimes hard to spot if a unit is on it.
Sun, 17 Sep 2017 09:54:50 -0000
I made new icons for the GUI panel as the merely scaled ones lookd pretty messy and also made the panel a little less wide. Thanks to ales_dj who has submitted a few patches to fix compile/packaging procedure.
Sun, 27 Aug 2017 14:32:57 -0000
As 16:9 is standard now I decided to redesign the GUI a little. I added a fixed panel on the right side which makes usage hopefully a little less confusing with when and how to left/right click. Also to simplify things instead of many video modes 1366x768 is the fullscreen resolution (anything above doesn't make sense) and 800x600 the window resolution. Both LGeneral and the editor now use ASCII tokens in the resource files (but still accepting the old ones so no reconversion needed) which makes it a lot easier to edit files with a text editor as it removes the encoding issues with the old tokens. It is also possible now to add land, air, sea transporters to units in the editor.
Thu, 27 Jul 2017 13:39:53 -0000
It is now a basic scenario editor: You can change terrain, flags and units. On loading/creating only a map some generic scenario info is added. It still needs to be changed by hand with any text editor but as the most important things are handled by the LGeneral editor (well except for victory conditions...) it's pretty useful already.
Thu, 15 Jun 2017 10:48:10 -0000
To play around with SDL2 and C++ (after a very long time...) I wrote a small map editor for LGeneral called lgeditor (it's in the LGeneral section). GUI and usage is very simple but it should work.