Thread: Scorpion Engine
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Old 12 October 2019, 01:28   #229
earok
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Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Time for a quick update.

Tales of Gorluth Scorpion is at Amiga34 at the Amiwork's booth this Saturday.



I haven't had a lot of time to spend on the engine itself lately, but I've decided to get back into working on some of the core features.

One of the things I've done lately is massively simplified importing of several types - you no longer need to declare levels (.tmx), sounds (.8svx), protracker (.mod) or spriter (.sprtr) animation files in protect.txt, you just need to have them in the project folder, and then you can immediately use them in the game.



Simply having a TMX file in the project folder means we can call it from script. Note that this does mean that filenames for those types should be globally unique (for example, I can't have a level1.mod file since there would be two entities with that name - I would have to use something like level1song.mod).

I've got a whole bunch of things to balance with the project, but I'm definitely keen to work towards a vastly simpler way of developing Scorpion projects (eg, something vaguely Unity Editor-esque)
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