Evaldraw has been updated, now allowing methods to create files(yay saving progress in-game) and it can now produce a complete EXE with all the external data packed in.
So now I’ve converted the last demo into a quick play just to see if it works…and…it did, and seems to be faster then running in Evaldraw.
Although I can’t quite confirm an increase of speed yet, I did notice a difference in performance running the new EXE vs. running in Evaldraw.
This is wonderful news for me, since it addresses two small hurdles in completing the Evaldraw version before attempting to tackle the C++/Voxlap version.
In progress news, I’ve haven’t had too much time to work on the game, but have been working on and refining the rpg code and predefined strings.
However I now have a chance to test out how to perform basic file saving and a method to allow the user to give their player a name in the future.
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