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Old 19 August 2019, 11:18   #161
Steril707
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Completely amazing.
What a game changer (pun intended!)
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Old 19 August 2019, 12:59   #162
nobody
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What specs is this demo running on? If it's A500 then it is ground breaking. Even bare A1200 would be cool to run like that.
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Old 19 August 2019, 13:05   #163
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I haven't done performance testing, to be fair I don't think it's going to be a rock solid 50fps on A500 (the game is EHB, and was never designed with A500 in mind). But A1200, it should be pretty playable.

Edit: and, cheers guys

I should have pointed out this is still an entirely automated conversion. I'm not even going to look at doing manual tweaks to TOG until the BB importer is more complete.
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Old 19 August 2019, 13:11   #164
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I haven't done performance testing, to be fair I don't think it's going to be a rock solid 50fps on A500 (the game is EHB, and was never designed with A500 in mind). But A1200, it should be pretty playable.
And CD32!
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Old 19 August 2019, 13:19   #165
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And CD32!
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Old 19 August 2019, 13:28   #166
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I just stumbled across this today and I'm totally blown away by the work that's been put into this. Earok, your skills never cease to amaze me.

I've never done anything with Amiga before in terms of coding but your engine looks so user friendly that I can't wait to download it and have a play.

I used to do a fair bit of coding back in the day in Visual Basic (yeah not exactly ground breaking but I could make it do most things). I can't remember much of it now but I learned my way through it by downloading examples of code and reworking them to suit my needs. Wrote a few thousands lines of code as the basis of a C&C type game and I can totally see this engine being used for something along those lines. In fact I have a few ideas bouncing around my head for different types of games that I think could be developed with Scorpion and I really fancy having a go at something simple to start with.

But just because I'm an idiot when it comes to these things may I ask how your coming along with the documentation?

Apologies if I've missed something when reading through this thread but the last reference i seen was that it needs rewritten.
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Old 19 August 2019, 13:59   #167
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And CD32!
I think we can do that


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Originally Posted by Glen M View Post
I just stumbled across this today and I'm totally blown away by the work that's been put into this. Earok, your skills never cease to amaze me.

I've never done anything with Amiga before in terms of coding but your engine looks so user friendly that I can't wait to download it and have a play.

I used to do a fair bit of coding back in the day in Visual Basic (yeah not exactly ground breaking but I could make it do most things). I can't remember much of it now but I learned my way through it by downloading examples of code and reworking them to suit my needs. Wrote a few thousands lines of code as the basis of a C&C type game and I can totally see this engine being used for something along those lines. In fact I have a few ideas bouncing around my head for different types of games that I think could be developed with Scorpion and I really fancy having a go at something simple to start with.

But just because I'm an idiot when it comes to these things may I ask how your coming along with the documentation?

Apologies if I've missed something when reading through this thread but the last reference i seen was that it needs rewritten.


Thanks for the kind words Glen. A C&C style game might be a bridge too far for the engine unfortunately, there's a lot of complications with C&C style games (mini maps, pathfinding, selecting units, autonomous AI), some of them could be worked around with the Ink Script but it for something like that it'd really be best to make it in an entirely bespoke engine. Possibly something simpler in the vein of Cannon Fodder -might- be possible.

I haven't been very good with keeping the documentation up to date. It's not just that it's boring and time consuming work, but things keep changing as I think of better ways to implement things. I'm also distracted with the BB importer of course, once the BB importer is fully done I could look at resuming documentation.

My recommendation for the mean time would be to download the samples and muck around with them.
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Old 19 August 2019, 16:55   #168
Steril707
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I said it already, but I am so much looking forward to all the new games that will be created with this..

Maybe we could even do little "eab scorpion game competition" one day, when this is advanced far enough..
Think this would be fun.
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Old 19 August 2019, 18:25   #169
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Good to see ToG improving: that game has a killer soundtrack and would love people to know it better; just a liiiiittle less bit text in the several panels :P
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Old Yesterday, 13:01   #170
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I've pushed in some various bug fixes, mainly to do with EHB support, eight way movement, projectile handling - all stuff to handle the port of TOG.

Documentation is still a work in progress, but I've commented throughout the Standard Library, including all of the registers of the Virtual Machine.
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Old Yesterday, 15:27   #171
malko
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[...] Maybe we could even do little "eab scorpion game competition" one day, when this is advanced far enough..
Think this would be fun.
Nice idea. Could be cool
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