14 March 2024, 22:55 | #3181 | |
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There's a lot of Blitz code left to be rewritten in ASM, and possibly a lot of optimisations I haven't thought of yet, so hopefully it'll continue becoming smoother over time. |
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15 March 2024, 08:18 | #3182 |
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Did a few check ins for the 2024.1 experimental version which may break things - I've been abstracting the code a bit so panels and talkpads on Amiga and Mega Drive share more of the same code (and thus there's fewer places where a feature or optimisation is only available on one platform or another, also it should keep it a bit easier to maintain with NeoGeo support looming).
It's very early in the experimental cycle so I may continue doing riskier stuff until it's time to get a new public release out there. |
22 March 2024, 13:36 | #3183 |
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Added new pattern movement feature to the experimental build.
[ Show youtube player ] |
18 April 2024, 10:43 | #3184 |
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I wanted to apologise for the lack of update notes recently - I've been focused on Neo Geo support lately, I'll get back into the habit of more frequent updates here once the Neo Geo side is a bit more stable and feature complete.
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25 April 2024, 08:02 | #3185 |
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Well overdue for an update.
Neo Geo / CD support is now official, albeit pre-alpha. [ Show youtube player ] Other updates: - Can open sproject files directly from the Windows shell. - Removed background tickbox from the animations tab. Instead, all sprites with a z-order of -1000 or less will be in the background. - Pico-8 import support has been restored. - Control1_HitButtons tells you which buttons have just been pressed. - "Prevent Attack" toggle in the animation tab, allowing you to make it so some animations prevent the player from attacking. - Added ability to view a level in the actor tab (mainly so that you can align the pattern movement type). - "Alias" variable type (eg, you could make a variable called "actor_health" which is an alias for "actor_var1") - Various bug fixes. |
25 April 2024, 08:28 | #3186 |
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This will possibly allow to create great games with lesser overhead as the tile/sprite engine of the NeoGeo is less prone to tricks than the amiga (well I suppose that there are but...)
So probably less overhead of the engine compared to the amiga version and great games or ports! Well done. |
25 April 2024, 13:48 | #3187 | |
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25 April 2024, 21:37 | #3188 |
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@jotd Thanks! In general I've found the Neo Geo to be very simple to work with, and the sprite capabilities are fantastic.
@S0ulA55a551n To a degree. All of the game samples are intended to work across Amiga/Mega Drive/NeoGeo, but they've all received some platform specific work in areas such as music and parallax to fit each system's capabilities. The Gothicvania sample has three layers of parallax on Neo Geo, two on AGA, one on Mega Drive. |
26 April 2024, 09:04 | #3189 |
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Great news! Wish i kept my Neo-Geo CDZ now it opens the floodgates for quicker and easier homebrew!
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26 April 2024, 09:21 | #3190 | |
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If you're ever up for doing NeoGeo homebrew CDs, do give me a nudge. Might be an interesting challenge to see if a homebrew launcher is possible (unless someone's done it already) I'm still waiting to get, I've been pledged a NeoGeo CD+SD reader by a generous supporter but I may also get a consolised MVS. |
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26 April 2024, 09:38 | #3191 | |
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Never say never, although it’s a different beast to the Amiga. Homebrew wise there isn’t very much at the minute, with only 3-4 active people doing 1-2 games a year on average, and a couple of commercial games sold in the last few years too. But i can see this program opening the floodgates to the Neo-Geo scene, very exciting! I have tried your program a couple of times, but my brain can’t get into gear, i think if i was 18 again i would have the patience to create and learn something from it, but i can’t play a game for more than 10 minutes at a time now so it’s really not gonna happen now |
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17 May 2024, 02:21 | #3192 |
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I had been planning to get experimental into public, but a lot of bugs have popped up recently, so I'll delay until the end of next month and implement a few more features that I had planned for the following public release.
Latest changes to experimental: - Arrays are supported for all variable types byte/word/long/fraction - Images with custom masks (for bitplane translucency tricks) are trimmed to edge - 'Safety rails' mode disables a few features that could cause glitches or crashes, but this can be turned off for advanced usage - A lot of various bug fixes |
01 June 2024, 01:26 | #3193 |
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Hi, Hope this is the correct place to post this - I've been playing around with the scorpion engine and it has certainly come along way from when I first look at it - Earok you are doing a fabulous job.
My question is how do I add a count down time on the screen for a level. I know on the maps section of the scorpion engine I can select an event such as lose life for the on timer box. However what I also want is a count down timer shown on the screen. I have added a variable timer and I have set that to a number and got the variable to display on the screen by adding it to a panel. However when I code the timer the whole game freezes until the timer runs out. The code block I attempt to use was as follows While timer is not zero then. Wait for 50 frames (1 seconds) Set timer to timer - 1 End condition Return |
01 June 2024, 02:53 | #3194 | |
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Looks like you've almost got it right - but switch "wait" for "yield" command. Wait freezes the whole game for that time, but yield lets the game continue running until the frame count is up. |
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01 June 2024, 18:59 | #3195 |
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Thanks Earok,
Have got it working but changed my approach slightly. In my startlevel code block I included Set Countdowntimer to 240 goto -> Timercountdown My timercountdown block of code is While countdowntimer is not zero then Yield for 50 frames Set countdowntimer to countdowntimer -1 if countdowntimer == 0 then Goto -> Killplayer end condition return Seems to be working ok now - I've also looked into the teleport code for the pipe and that seems quite straightforward and have been able to amend for new teleport locations. |
Yesterday, 10:35 | #3196 |
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Great :
I have ended up rewriting the teleporter code at my side on the Amigo The Fox sample, but I haven't finished yet. Hopefully I will in the next few days. |
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