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#521 |
Registered User
![]() Join Date: Jan 2020
Location: oslo/norway
Posts: 676
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Whow, Daemon Claw using Scorpion Engine.
That would be the perfect game to blow peoples mind about what the engine is capable of. |
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#522 |
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Location: Leeds, UK
Posts: 71
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That sounds amazing.. and confusing, haha!
That tall and thin foreground possibility would be incredible for something I was going to fudge a differerent way. So colour0 will probably definitely need to be black.. I need to find my least useful colour pair (silly EHB).. and make that extra blacks. ![]() Last edited by Mixel; 18 February 2021 at 10:38. |
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#523 |
Registered User
Join Date: Dec 2012
Location: Vancouver/Canada
Posts: 552
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I would like to download scropion engine and play with it and even try a simple Amiga game on it. How do I download it and is there resources to show me the ropes in using it?
Thanks in advance. |
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#524 |
Registered User
![]() Join Date: Dec 2013
Location: Auckland
Posts: 2,482
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@malko cheers! Good to know it works on Windows 7. All the best.
@nikosidis DaemonClaw probably won't be made in Scorpion Engine. Another developer (one of the best on Amiga) has tentatively offered to port sometime in the future. Though there's one or two other BitBeamCannon projects I'd like to get involved in. @Mixel I'm thinking I might scrap borderblank entirely and just make it so that you can pick which of the 32 colors you want as the background color (so if you pick 0, it'll stretch to the edges). @xboxown Download of demos and editor is at https://github.com/earok/scorpion-editor-demos There's unfortunately no tutorials yet, best thing to do is to tinker with the existing demos to get a feel for how the whole system works. |
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#525 | |
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Location: Leeds, UK
Posts: 71
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[QUOTE=earok;1463230]@Mixel I'm thinking I might scrap borderblank entirely and just make it so that you can pick which of the 32 colors you want as the background color (so if you pick 0, it'll stretch to the edges).
Ah,that sounds great! Quote:
![]() Maybe EAB could give it a whole section instead of just the thread..? (Idk enough about how eab does stuff to know how viable that is.) |
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#526 | |
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Location: Auckland
Posts: 2,482
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[QUOTE=Mixel;1463246]
Quote:
I think EAB probably wouldn't allow for an entire section for one tool, it'd also mean that there'd probably have to be sections for every other game tool too. |
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#527 | ||
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![]() Join Date: Jun 2020
Location: Leeds, UK
Posts: 71
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Quote:
Quote:
![]() Last edited by Mixel; 18 February 2021 at 15:13. |
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#528 | ||
disengaged
Join Date: Aug 2005
Location: London / Sydney
Age: 44
Posts: 19,522
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Quote:
Quote:
...and / or PM RCK; as only he can decide on / make this happen. |
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#529 |
Ex nihilo nihil
![]() Join Date: Oct 2017
Location: CH
Posts: 3,129
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#530 | |
Registered User
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Location: Auckland
Posts: 2,482
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Quote:
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#531 |
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Location: Leeds, UK
Posts: 71
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What’s the biggest hardware factor in compile speed? I’m guessing single core CPU performance? Various things about my PC have needed upgrading for a looong time and I have a feeling that by the end of CMO the compile times are going to get pretty cumbersome considering how I edit something and compile every couple of minutes to check it worked.
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#532 |
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Location: Milton Keynes
Posts: 282
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Looking good, I’ve only just loaded this up in Windows 10 x64 and it works well. No idea how to use it but I’ll give it a good shot
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#533 |
Registered User
Join Date: Nov 2017
Location: Spring, TX, USA
Posts: 45
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I've been playing with this the last few days, and wow is this a quick development tool.
I write code for a living, so it's wonderful to have a well organized, code-free interface that lets you focus on content creation rather than code optimization, or at very least learning someone else's coding style. |
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#534 |
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Location: Auckland
Posts: 2,482
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Apologies for the slow response!
@mixel I'll work on optimizing compile speed at some point (or maybe look into multi-threading, or maybe seeing if I can make it not recompile stuff that hasn't changed), but yes currently single threaded CPU performance would be the main drawback. @mjnurney Good luck! I liked some of your Backbone titles so I'm interested to see what you come up with in Scorpion. @ChefDeadpool Cheers! I'm glad you're enjoying it. I've really tried to balance the flexibility needed for a polished, unique and well performing Amiga title against simplifying development as far as possible. |
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#535 |
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Location: Leeds, UK
Posts: 71
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Good to know it can be sped up a bit, my cpu is ancient anyway so I should be able to half compile time by finally upgrading. (And also get better performance in no man’s sky, hehe)
When scorpion loads all of the .8svx files into chip ram is that all the ones in the project folder or just ones that are referenced in codeblocks? I’m guessing just the ones in codeblocks? If it does it to everything in the sound folder I need to rethink how I’m storing my files. ![]() |
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#536 | |
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Location: Auckland
Posts: 2,482
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Quote:
For example, if you had sound1 sound2 sound3 sound4 sound5 You could do something like, "playsound sound1 + 1" to play sound2 (the value of sound2 will be 1 more than sound1 because of alphabetical sorting). |
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#537 |
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Location: Leeds, UK
Posts: 71
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Ah that’s fine. I need to decide on a sound ram budget then.
![]() Hmm that’d maybe be a good distant feature request actually, I think Seuck had a sound editor so you could make simple sinewaves and stuff.. and avoid having to use samples. Just thinking - a lot of games sound like they’re using chippy warbles rather than samples, presumably to save space? Not sure that would even save chip ram though. |
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#538 | |
Total Chaos forever!
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Quote:
Another sequel to AHX by the same author as the original is Pretracker which algorithmically prerenders samples using subtractive synthesis and chord mixing. It takes more chip RAM than AHX but sounds much better if you know how to do subtractive synthesis. Pretracker was used in Tiny Galaga, Tiny Invaders and Tiny Bobble to save disk space. One thing all of these have in common is that they aren't currently supported by Scorpion yet. ![]() |
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#539 |
Registered User
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Location: Auckland
Posts: 2,482
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If you wanted something like a sawtooth wave, maybe this would work?
- Make a sample that runs for 0.02 seconds - Make a codeblock like so: start yield 1 play shortsample goto start In all seriousness, I'm up for adding other sound engines to Scorpion at some stage. P61 is the one I'm most keen on, but for now PHX suits the engine well (makes it so easy to put in samples and songs without needing to worry about assigning channels) --- I've sorta just been trying to optimize the engine lately, there's a whole lot of minor inefficiencies (things like checking for slopes on platform games that have no slopes anyway, for example) and they all add up, so hopefully it'll be a fair bit faster once I'm done. |
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#540 |
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Location: Leeds, UK
Posts: 71
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That’s really interesting about sound formats. Sound is definitely the area I’m most confused by.. I’ll spend a long time noodling about. I might use some simple waves, not sure. I need to do a pass reducing sample rate etc on the sfx anyway. I had no idea that’s how AHX works, neat!
— Another thought.. does the existence of foreground tiles on the map use extra ram? If so does reusing the same tiles in the fg layer repeatedly use up less? There are some places I’ve done uneccessarily elaborate stuff on the foreground layer, if it uses ram in the same way as the other map layers that’s fine but if not I can probably simplify things. |
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