I plan on making it use a sort of plugin interface, where you can edit nearly all of the engine stuff once a call is invoked and essentially write whatever you want using C#. The engine objects themselves will be held together under a global class, in which you simply do something along the lines of:
EngineObjects.Add(new MyObject(blah blah), X, Y, other vars)
In addition, I will hopefully put in some event thing so you can hook stuff, possibly in the similar way.
Also the line in front of Abe is part of the sprite for whatever reason, I could change the TEXDEFS to blit it out by default, but yeah I know about the transparency, just look at the explosion sprites.
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