Thread: Scorpion Engine
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Old 03 July 2019, 23:01   #55
Tsak
Pixelglass/Reimagine
 
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Join Date: Jun 2012
Location: Athens
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@xboxown: Short answer is no. As I said, this is not an all in-one, fully interfaced game maker for Amiga, akin to RPG maker. Scorpion is more of a dev-level engine which will get release as is (at least this is the plan for the immediate future). What comes after that remains to be seen and it's completely up to Erik.

Development with Scorpion is currently split into several different tools (all windows based):

1) 'Tiled' is used to make maps (as per your example), define solidity, define foreground/background objects, setup event boxes, teleports, place enemies, enemy paths, place items e.t.c.
2) 'Ink' (which is a syntax/text based tool) is then used to define quest and event variables, dialogue and interactions, camera, cutscenes e.t.c. The work you'd do here communicates with Tiled, so f.e. if you want to link two teleporters you've made there, say teleporter "house1_basement_entrance" with teleporter "house1_basement_exit" you'd do it in Ink.
3) 'Sprite-beta' is the animation tool we're currently using to define frames and make animations for bob and sprite based objects like players and enemies. It's another powerful tool, which allows modular anims (combine multiple parts into one), setup collision rectangles and other variables. Spriter-beta is courtesy of Michael Parent (with whom we collaborate in other Pixelglass projects). It remains unreleased for now but there are plans to make it available at some point.
4) The internal configurable details of the engine and project (like hud placement, scrolling frame rate, player variables e.t.c) are set in a number of simple text files.
5) Finally Erik has an executable which compiles all the above (tiled, ink and spriter files, gfx assets, music e.t.c.) into the final game.

Note that any of the above are prone to be changed in the future and as the engine evolves.

Last edited by Tsak; 04 July 2019 at 22:38.
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