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Old 29 February 2020, 10:41   #301
mcgeezer
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I have to say, this is looking excellent... certainly takes a lot of the pain out of sprite management.
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Old 08 March 2020, 10:33   #302
earok
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Cheers @mcgeezer



Posted a new update. The old "ink" scripting component has been entirely replaced by the new visual "code blocks" system. All of the samples have been converted to the new system.

The backbone conversion stuff is currently removed, I'll try to get that going again in the next week or two, along with a few improvements on the sample games. Tsak's been really helpful in finding issues with the conversion process, so that should help with the Chaos Guns and Tales of Gorluth ports.

Project home is on github: https://github.com/earok/scorpion-editor-demos
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Old 09 March 2020, 12:07   #303
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Hi ! Thanks for your great work. I'm so happy because in the past quite a few people have spent huuuuge amounts of time writing backbone games and that clearly spoiled their work.

(hmm, I have no Windows machine though. I wonder if it'll work under Wine ! :-)

Keep up the great work !
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Old 10 March 2020, 07:33   #304
earok
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Quote:
Originally Posted by torturedutopian View Post
Hi ! Thanks for your great work. I'm so happy because in the past quite a few people have spent huuuuge amounts of time writing backbone games and that clearly spoiled their work.

(hmm, I have no Windows machine though. I wonder if it'll work under Wine ! :-)

Keep up the great work !
Cheers mate

Would be interested to hear if you can get it to work. It is written with Dot Net, so it might be possible to produce native Mac or Linux builds (though I'm not totally sure if the various dependencies would allow that)
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Old 10 March 2020, 08:53   #305
Steril707
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Cheers mate

Would be interested to hear if you can get it to work. It is written with Dot Net, so it might be possible to produce native Mac or Linux builds (though I'm not totally sure if the various dependencies would allow that)
I am on Mac OS, would love to try out if it works with Mono... (when I have some time again, after finishing Inviyya... If that ever happens... )
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Old 11 March 2020, 16:40   #306
saimon69
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Wonder how does the engine behave if used to create something like JRPGs; beisde the top view, map, etc. how muck work might take to configure all attributes and fight system?
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Old 11 March 2020, 18:21   #307
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@Saimon69: Depends on the RPG system. Currently it can handle action RPGs. But a turn based system would need a lot of work.
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Old 12 March 2020, 03:09   #308
earok
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@Steril707

Heh. You're making amazing progress so hopefully that'll be soon

@Saimon69

Tsak's right in that it's not really designed with turn-based RPGs in mind, so it wouldn't necessarily be easy. But it's certainly possible. You could use the already implemented dialogue features (such as in the Phoenix Wright demo) to simulate a menu for selecting attack, item, retreat etc. There is a "dice roll" function in the script to support random outcomes.

Hmmm.. maybe I should try whipping up a Phantasy Star demo or something for the pack
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Old 12 March 2020, 09:52   #309
Steril707
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@Steril707
Heh. You're making amazing progress so hopefully that'll be soon
Actually it's really not that much to do anymore.
Just finishing the end bosses, and that's it.

I'd love to give scorpion engine a workout...

I think this might be one of the best things to happen to the Amiga in a long time.

Now there is no excuse anymore for not creating games for anyone..
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Old 15 March 2020, 01:53   #310
earok
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Much too kind Steril707! I hope I can make it live up to your words

[ Show youtube player ]

Weekly update. There's now basic support for importing Backbone platformers into the engine. Nutmeg by Czeslaw Mnich is the one that I used as a test, though there's currently no guarantee that any other platformers will work yet. I'll keep working on that and the other priorities for Scorpion.
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