26 July 2019, 14:15 | #101 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 5,052
|
Thanks earok ! That's cool !!!
|
27 July 2019, 06:38 | #102 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
|
Cheers @malko
New update to the Git repo: Quote:
|
|
27 July 2019, 14:50 | #103 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,816
|
In Alex Kid demo when.you brake a stone or something it just Pastes a tile is it not possible to have a animated sequence like the n the game?
|
27 July 2019, 23:23 | #104 |
aka (Cpt)JohnArcher
Join Date: May 2018
Location: Dresden / Germany
Posts: 193
|
Would be cool to recreate Team17's canceled "Witchwood" with the Scorpion Engine (if there would be more assets):
[ Show youtube player ]
|
28 July 2019, 04:27 | #105 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
|
@retro1234 yes, and it's fairly straightforward to replicate that block breaker effect, so I've added that to the latest sample
Other than that, two other changes to the git repo have been made - game.exe has been crunched with cranker, and downloadable LHAs of all of the sample games are in the repo as well. Witchwood looks pretty cool :O if someone wanted to take up the project, I could maybe help out here and there. |
28 July 2019, 13:38 | #106 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,816
|
Cool
|
28 July 2019, 17:11 | #107 | |
CaptainM68K-SPS France
|
Quote:
|
|
29 July 2019, 01:19 | #108 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,816
|
Whats the basic way Tiled stores it data? is it Horizontal rows stored in Word? like most Amiga Games?
|
29 July 2019, 01:23 | #109 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
|
Tiled supports multiple export formats. Its website is mapeditor.org if you need docs.
|
29 July 2019, 01:24 | #110 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,816
|
Well what method does Scorpion use?
|
29 July 2019, 02:23 | #111 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
|
Tiled's native format is based on XML (with an optional JSON variant), Scorpion converts them to a format along these lines:
- One longword for each tile. The top byte is metadata bits (is the tile solid, does the tile contain an animation etc). The bottom three bytes are the tile ID - the reason why three bytes are used is that these bytes are changed into the absolute chipram address of the tile graphic (for fast lookup when redrawing a tile). - Then an additional byte for each tile containing the actor ID or block ID that occupies this tile - Then an additional byte for each tile containing the animation ID (if any) - Then an additional byte for each tile containing the foreground tile ID (if any) Having said that, I probably should merge the animation and foreground IDs down to a single byte containing both. |
29 July 2019, 02:45 | #112 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
|
@Earok
You might also want to free up the most significant byte for addressing space because the Vampire SAGA core makes little distinction between chip and fast RAM. It can access the full 32 bits in other words. (You'll be safe until the full drivers are out for AROS but just to be safer....) |
29 July 2019, 06:19 | #113 | |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,816
|
Quote:
|
|
29 July 2019, 11:44 | #114 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
|
Daily update time. As always, these can be grabbed from the Git.
* Added "Number Font" functionality, essentially the ability to track a variable (such as score or money) on a UI counter automatically. Example of this added to Zelda game - collected rupees are shown on the UI. This does need to be better optimised. * Added ability to set the maximum number of any specific type of object in game at once for performance reasons. Example of this added to the Alex Kidd example, where no more than one pair of "broken blocks" will show up at once. @Samurai_Crow I'll keep it in mind. If it comes to it, I could do a slightly altered version for vampire. |
29 July 2019, 20:43 | #116 | |
Registered User
Join Date: Dec 2012
Location: Vancouver/Canada
Posts: 678
|
Quote:
How about we make a kickstarter campaign where we get enough money and hire a power programmers and turn this into a full fledged editor where it compiles the games for Windows, Macintosh, Linux, AROS, MorphOS and Amiga 68k? I AM SERIOUS!!! I AM NOT JOKING! You already have the foundations done already! We just write functions or subroutines that uses the script and these subroutines or functions to do certain function and then convert these subroutines/functions in a click and play parameter windows interface and poof. Any person can make games and then decide which platform using the scorpion engine to run your design; Windows, Mac, Linux, Amiga68k, MorphOS or AROS? What do you think? |
|
29 July 2019, 22:39 | #117 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
|
Quote:
Otherwise just distribute it with AROS 68k and run it on UAE as has already been done with AmosPro. |
|
30 July 2019, 02:51 | #118 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
|
@malko Good idea, I've gone ahead and done that.
@xboxown I don't really feel comfortable with Kickstarting it. With Scorpion, I'm going to just continue developing it at my own pace and my own way. |
31 July 2019, 11:16 | #119 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
|
New updates pushed into the GitRepo
Quote:
Those last three, while minor in of themselves, can be used together for some really cool things. For example, I've added a "Mario" style upward block breaking mechanic to the Alex Kidd demo (which was not a feature in the original game, but I wanted to try it here). The code in the ink script that drives it is like this: Code:
=== BlockHit === //If we're horizontally aligned with the block //(We divide by 16 to convert from pixel co-ordinates to tile co-ordinates) { Player1_X / 16 == Block_X: //But below it { Player1_Y / 16 == Block_Y + 1: //Stop the player moving upwards ~Player1_YSpeed = 0 //Destroy the block -> DestroyBlock } } //Go back to the game -> GAME === DestroyBlock === //Make the destroy block sound ~ sound = sndblock //Spawn the object that represents the broken left half ~ block_spawn = blockbreakleft //Spawn the object that represents the broken right half ~ block_spawn = blockbreakright //Delete the block ~ block_type = null //Go back to the game -> GAME |
|
31 July 2019, 12:29 | #120 |
aka (Cpt)JohnArcher
Join Date: May 2018
Location: Dresden / Germany
Posts: 193
|
Nice!
So, -> DestroyBlock means, "call the Methode DestroyBlock that is declared between ===", right? I don't get the two ~ block_spawn commands. I mean, doesn't the second one overwrite the first one so that just blockbreakright is "executed"? |
Currently Active Users Viewing This Thread: 2 (0 members and 2 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
2D Platformer Engine | carrion | Coders. Blitz Basic | 27 | 06 June 2019 14:35 |
New Chaos Engine!! | arpz | Retrogaming General Discussion | 75 | 31 August 2013 22:20 |
F/S Warp engine 32 mb | tabuhuso | MarketPlace | 0 | 24 February 2012 15:13 |
PC Engine CD | TodaysForgotten | Retrogaming General Discussion | 47 | 13 May 2009 23:57 |
Scorpion (100% working) | andreas | request.Old Rare Games | 13 | 01 August 2003 08:48 |
|
|