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Old 09 November 2019, 10:39   #261
viddi
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Amazing work so far. Getting better and better!!
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Old 09 November 2019, 14:36   #262
LanceT
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Looks good.

Win7 Ultimate 64bit

If project has a space in it, it will compile to OUTPUT but it won't load up in winuae. It forgets everything after the 1st space. May need to be quoted ""?
EG: <AlexKidd Part2> loads as <AlexKidd>

When I start getting this error (not sure what I did) it wouldn't go away so I unzipped the d/load to a new folder. It's error line is strange because I didn't even use my C: drive or the folders names after that.

Meanwhile later on................
I believe the error started when I clicked edit on levels (.tmx)/Level 1 then after that it wouldn't compile or run in WinUAE it produces error as in the 1st screenshot.
(Probably because I don't have a TMX editor?)


Quick question: Where does it store default settings, like file locations/default programs? I cant find in the Scorpion folder. Is there an editable .ini settings file somewhere?
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Last edited by LanceT; 09 November 2019 at 15:11.
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Old 09 November 2019, 15:52   #263
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Just gave it a try here (Window 10 Pro) and had no problems. Was able to build the Alex Kidd project and run it in WinUAE without any problems.



I tried the import from PNG option and and it seems to work great.
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Old 09 November 2019, 17:27   #264
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Hey thanks guys, I appreciate it!

@lance you're right about the spaces thing! I'll try putting the path name in quotes.

In regards to the settings save location, https://stackoverflow.com/questions/...-default-saved

At the moment, there's only three settings (path to last project, path to fsuae, path to winuae). I'll likely put a settings section in the app, but for now they'll only prompt you to set them once (or, if you move winuae or fsuae, it'll ask for the new locations)

If you're still getting those errors, any chance you could zip and email your copy of the project to me? Earok3d at Gmail dot com
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Old 09 November 2019, 19:36   #265
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@Earok I was able to reproduce the fault by selecting Alexkidd_ghost then in "Inspector" changing the "Defaultlookdir" to "left" then running the build project or run in Winuae.
Fixed this manually by editing a line in the "alexkidd_ghost.actor" file to read "DefaultLookDir: up"
It's probably something I shouldn't have done in the 1st place?
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Old 09 November 2019, 19:48   #266
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Ahhh. I'll fix that so it doesn't happen.

Whenever you run the game or try to edit a level, it regenerates the actor.png files with icons of each actor. The icon is generated from the animation of an actor's default direction. But if the actor is set to a direction it doesn't have an animator for, it won't work. So I just need to include some checks for that scenario.
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Old 10 November 2019, 01:38   #267
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I've started publishing the editor to Github (closed source binaries, though the demo projects themselves are and will remain open source)

https://github.com/earok/scorpion-editor-demos

* Fixed Lance's reported issue with spaces in folder name
* Also fixed Lance's reported issue in regards to having default direction of an object set to a non-animated direction

Documentation still more or less needs to be done from scratch, but the editor is a lot more automated and self evident than the command line compiler was, and I'll start making more tutorial videos.
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Old 10 November 2019, 20:13   #268
Bren McGuire
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Wow! so how do i use this? Scorpion Editor is all is needed to make a game?
Is this Blitz Basic?
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Old 10 November 2019, 23:39   #269
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Quote:
Originally Posted by Bren McGuire View Post
Wow! so how do i use this? Scorpion Editor is all is needed to make a game?
Is this Blitz Basic?
The Scorpion Editor has only been under development for a few weeks, so it's neither well documented nor is it very feature rich. The Engine side of Scorpion is a Blitz Basic executable that's been in development for longer, but a fair deal of the stuff it can do isn't supported by the Editor just yet.

Over the next few weeks and months, I'll get all of the features the old compiler supported into the Editor, as well as built in documentation.
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Old 11 November 2019, 09:53   #270
Steril707
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Great work, Earok.
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Old 11 November 2019, 15:39   #271
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That's a very important project earok, could mean much for future games' developement on miggy, kudos!
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Old 12 November 2019, 20:43   #272
Bren McGuire
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Quote:
Originally Posted by earok View Post
Over the next few weeks and months, I'll get all of the features the old compiler supported into the Editor, as well as built in documentation.
And then you can do what I asked? You can make the whole game within the editor?

Thanks for your hard work!
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Old 12 November 2019, 22:37   #273
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Quote:
Originally Posted by vulture View Post
That's a very important project earok, could mean much for future games' developement on miggy, kudos!
+1 (despite my desperate desire to see your Raid over Moscow port finished)
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Old Yesterday, 00:05   #274
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Cheers Steril707, Vulture, Bren and CrazyC

@Bren, the short answer is yes. The longer answer is, it's not very complete yet - even compared to the older version of Scorpion, the graphical editor version is still missing a bunch of important functions and documentation. It'll be a lot better when all of those things are up and running.

But having said that, feel free to download it, have a play with it. Break it and report the bugs you find.
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