03 April 2022, 10:47 | #2001 |
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Ahh have hit a snag which someone might be able to offer advice.
Using the SE exe2adf function, it no longer works with wonderboy, despite deleting more files than were in the last alpha! Says its complete but offers no window to save the adf, thus it does not save the file. Exe2adf does work on other projects .. whats happened here then? |
03 April 2022, 11:03 | #2002 |
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it seems my data folder (in output folder) went from 500k to over 2MB in the past few builds, Ive literally taken files away from the demo build so it should theoretically be a lot less!
Not using the latest experimental version though as I have a small issue with something, using one from around the beginning of March. |
03 April 2022, 11:14 | #2003 |
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Hmm have deleted output and recompiled, still over 2mb which is strange, was never that large before
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03 April 2022, 11:44 | #2004 |
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linker address map files size (in data folder) appears to have increased from about 5k to 175k per map level! Earok ...??
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03 April 2022, 12:32 | #2005 |
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@acidbottle is implode compression still ticked? If it is, can you check your data files in a text editor to make sure the first four characters are "IMP!"
@flibble42 For a map you can scroll around, I'd create an actor that uses just the "control" movement type and turn off all collisions for it, that way you'll be able to move around the entire level. --- Did a check in and another soft launch of 2022.2 on public. Just two bugs - reported issue where jumping up and down on a slope sometimes makes the player "snap" to the surface rather than properly land, and another one where the X/Y coordinates in the actor tab wasn't displaying correctly. Regarding Discord, I've been sitting on the official PixelGlass server for awhile, though I haven't told the public about it until now. I figure there's no reason not to get it out there so here it is - https://discord.gg/VpWBCd8TGg - though I'll still prefer to do most of my discussion of Scorpion here (so that everything I discuss can be found on a google search). |
03 April 2022, 13:00 | #2006 |
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Thanks again earok
I had indeed switched off implode compression, I think because I was getting a recoverable alert (amber guru) on compiling to WinUAE, still am but it compiles and works fine when adf is loaded into WinUAE, outwith scorpion. On a plus note, seems there are almost no framedrops on stock 1200 with no fastmem set, though never know with emulator settings, sometimes I trust them .. Awesome news on the discord front for some, I do have issues with discord (like getting it to login) so happy to waffle away on these boards regardless. Last edited by acidbottle; 03 April 2022 at 13:08. |
03 April 2022, 13:09 | #2007 |
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@earok Do you have enough pull to get the whole Dan Dare thing moved to a new topic?
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03 April 2022, 14:02 | #2008 | ||
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Quote:
Quote:
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03 April 2022, 19:05 | #2009 | |
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I don't understand this splashscreen concept. The big 3d engines (Unity, Unreal, Cry) are fighting for their notoriety on a hyper competitive market, retro dev remains a niche market and the sdk that stay in time and evolve are linked to the community. You can have the best tool, today it's the community, the tutorials and support that make the difference. |
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04 April 2022, 02:37 | #2010 |
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@flibble42 sadly I don't have that pull! I'd go ahead and make a fresh topic, but put a note in asking for a mod to transfer the relevant posts.
@acidbottle glad Wonderboy performance seems to be alright on stock A1200! Regarding that warning, I didn't that caused by compression *but* I know the Add21K option can cause that (Add21K is mainly just there if you really need to squeeze out as much memory as possible on older Amigas). @z-team I didn't want to restrict features, my intention is to make it so that someone using the free edition has as much capability as someone using a premium version, but those that are supporting the premium versions get different splash screens (or if they're top level supporters, the ability to make their own splash screen) as thanks. Also the subscription gets you more than just a copy of the editor (perks like downloads for things like the RetroAnimator kit, votes on things like feature priority, possibly early access to things like tutorials) --- Amiga Bill's twitch stream today featured Cammy, RJ Michal, Hitch and Glen from Glen's Retro Show for the judging of the AmiGameJam entries. I'm very proud that AcidBottle, Dante Mendes, NEESO and Z-Team all entered solid ports for the jam (Wonderboy, Green Beret, Castlevania AGA, Jackal and Rick Dangerous). Green Beret in particular won 3rd place, behind JOTD's excellent port of Ms Pacman (2nd) and Hoffman's fantastic Knightmare (1st). |
04 April 2022, 08:45 | #2011 |
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The Scorpion Engine really had a strong showing in the AmiGameJam. Shows what it can achieve.
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04 April 2022, 08:55 | #2012 |
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Should be incredibly proud of Scorpion Engine, for sure. Was great to see so many well received ports! Congrats to h0ffman, what a fantastic prize that was!
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04 April 2022, 09:10 | #2013 | |
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04 April 2022, 15:51 | #2014 |
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Congrats to all participants and winners! Great work guys!
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05 April 2022, 15:17 | #2015 |
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Yup, congrats everybody that was such a fun stream and Scorpion stuff did so well!
-- Is there some way to stop the bug where if you try to load a newly compiled game with its' icon it doesnt load unless you switch it to Shell instead of Workbench? |
05 April 2022, 16:19 | #2016 |
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@Mixel ahh.. probably.. I guess maybe the icon I included is corrupted? Feel free to send me your fixed one.
Cheers @domkid, @acidbottle! I was proud of you guys, Neeso and Dante for the fantastic work you all did! Thanks for the kind words @merman! --- I've been helping Mike at BitBeamCannon with a brand new Amiga game for A500 in Scorpion Engine, and he's been making fantastic use of features like parallax and translucency in four bitplane mode, as well as demonstrating some cool gameplay concepts. Together, we've been working on a video series. This is not a tutorial series for making a game from scratch, but documenting the steps of how this game was made, with tips and tricks for Scorpion beginners and veterans alike. Mike has posted the first video, and it covers the process of setting up a new project and implementing the level parallax. The second and third videos will come sometime in the next few days. [ Show youtube player ] Finally, BitBeamCannon will be posting their own announcement and video about the project in the near future, with more details and the rules for possible collaboration or contribution to the project. |
05 April 2022, 17:12 | #2017 |
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thanks, super kool !
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06 April 2022, 00:17 | #2018 |
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Amazing stuff again! Loads of stuff going on with Scorpion lately, which is great to see. Hope to pick up a trick or 2 with these vids.
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06 April 2022, 00:28 | #2019 |
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@acidbottle
Mike Parent is an expert. You'll learn a lot about game art from his videos. @Michael Parent Excellent work as always! |
06 April 2022, 00:53 | #2020 |
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That's such a damn good video! Amazing. Congrats both. I learnt a few things from this too, really interesting.
I didnt realise the panel gap was adjustable.. ! Looking forward to watching Mike use ProMotion more too in the scorpion workflow, as I love it but it's UI is so weird to me that i have a lot of adjusting to do. Last edited by Mixel; 06 April 2022 at 01:02. |
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