09 November 2019, 09:39 | #261 |
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Amazing work so far. Getting better and better!!
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09 November 2019, 13:36 | #262 |
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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? Last edited by LanceT; 09 November 2019 at 14:11. |
09 November 2019, 14:52 | #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. |
09 November 2019, 16:27 | #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 |
09 November 2019, 18:36 | #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? |
09 November 2019, 18:48 | #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. |
10 November 2019, 00:38 | #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. |
10 November 2019, 19:13 | #268 |
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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? |
10 November 2019, 22:39 | #269 | |
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Quote:
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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11 November 2019, 08:53 | #270 |
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Great work, Earok.
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11 November 2019, 14:39 | #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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12 November 2019, 19:43 | #272 |
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12 November 2019, 21:37 | #273 |
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12 November 2019, 23:05 | #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. |
14 November 2019, 05:24 | #275 |
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I'm having bit of a mental blockage with something.
With the previous Scorpion engine, if you had a "talkpad" configured (like in the Zelda and Phoenix Wright demos) you could make it print to the screen just by putting those words in the script. Eg, if you wanted to have someone say "Hello there", all you'd need to do is put in the script. Code:
Hello there But I haven't got anything like that configured in the new graphical editor just yet, and before I get to work on that I really want to nail how I want to change it. I was thinking about adding the ability to output to different channels. For example, you could put Code:
DOS>Hello there Beyond that, I may make it so that you can configure channels on different panels. For example, if you've got an inventory screen, you could maybe put Code:
Inventory>Health kit I'm not entirely sure if that's the best way to approach it though. I'd be keen to get some feedback. |
14 November 2019, 05:29 | #276 |
Total Chaos forever!
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Are you sure you want the output redirection operator backwards from AmigaDOS?
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14 November 2019, 06:00 | #277 | ||
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Quote:
Quote:
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15 November 2019, 12:21 | #278 |
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I'm gonna try and get a new update out the door this weekend.
I'm a little bit closer to getting dialogue fully working in the visual editor. We can import any TTF font into a PNG (and then make manual tweaks), which in turn we can link to a "panel". That panel can be assigned as the project "talkpad", so all dialogue is displayed on that panel. The font image size is 512x112, with all of the individual characters in 16x16 grid cells. The characters don't necessarily need to be fixed width - the relative top and left offsets from the grid determine how much margin there is at the side of a character, so we've got extremely fine grained control over how it looks and feels. |
15 November 2019, 12:45 | #279 |
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Excellent earok !
Simply excellent ! |
16 November 2019, 11:27 | #280 |
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Cheers
New update time. In the 2019.11.1 release:
https://github.com/earok/scorpion-editor-demos I've also done a video (apologies for the crap narration!) where I go over downloading and running the editor, as well as doing the groundwork for porting the second level of the game. [ Show youtube player ] |
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