A C++ port of the Openbound engine by WhatPumpkin. No affiliation. This project is fully usable for the Openbound games, as far as I'm aware (with the exception of saving and loading). Please report any issues you come across.
- Copy
/levels
and/resources
directories to the same place as the executable (and any other necessary files). - Run the executable.
- You will be presented with a file selector dialog. Find the initialization XML file for the game. If the game abides by good practice, it will be in
/levels
and will probably be named eitherinit.xml
or the name of the project. For Openbound part 1, for example, it is/levels/openbound/openbound.xml
. - Profit!
Clone repository.
Install Conan on the device.
Navigate via terminal to the cloned repository and execute conan install . --build missing -s compiler.runtime=MTd
(downloads debug modules).
Then download Premake5, copy premake5.exe to the root directory and execute premake5 vs2022
.
Example data can be found in the official Openbound engine repository or in the official Openbound game repository. To use the data, copy "levels" and "resources" and place them in the same directory as the built executable. Alternatively, copy the executable into the folder that has both "levels" and "resources".
- Make full release of packaged all 3 Openbound parts, packaged as one game. Preferably as a single executable. Why? Because why not?
- Link icon resource in build file. Possibly replace Premake5 with CMake for this purpose, if CMake supports it.
- Add save/load support.
- Search for "CheckIsLoaded", uncomment everything and implement it.
- (Plausibly) Integrate Lightspark or Gnash or some other Flash emulator to support "movies" (i.e. Flash)?
- Bug fixes, optimizations, etc.
Contributions are welcome via pull requests or issues.