01 January 2022, 22:52 | #1641 |
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Happy New Year? everybody Scorpions !
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02 January 2022, 10:19 | #1642 | |
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02 January 2022, 12:24 | #1643 |
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Sorry for the radio silence! Been having a very sleepy few days. Also getting Disco Elysium for Christmas hasn't helped my productivity at all!
Welcome @griffon. I'd recommend using melee collision detection for the whip, if that's not going to be possible (because of how many animations etc would need to be made with different whip sizes), cpu parent lock would be the way to do it, using spawn_actor from a codeblock attached to the actor's attack event. I believe ElectricCafe's intention is to use cpu parent lock for melee weapons in double dragon, he successfully used it to separate the legs from the bodies but ultimately decided against that approach for performance reasons (eg, having two actors instead of one actor was too costly performance wise) @mixel here's how 4 color sprites are allocated. https://wiki.amigaos.net/w/images/6/62/LibFig28-2.png 6 and 7 are used for parallax when present but otherwise available for game use. I can't remember exactly but I'm 90% sure if there's a range assigned to multiplex sprites, it'll use the top three colors for generating the sprites. In any case, it shouldn't be throwing that error, so I wouldn't mind receiving a copy of the project in a broken state so I can find and fix the issue --- Spent a fair bit of time reworking how files are loaded for today's experimental update, I've ditched Blitz Basic's built in "bank" system, instead using OS level AllocVec/FreeVec. Unfortunately it still seems to crash without explanation at least on my workbench setup if there's not enough chipram (maybe something weird overriding those OS functions?), but otherwise running from the CLI it should be less prone to crashing on startup (and displaying a more concise message than "unknown error" if there's simply not enough memory). |
02 January 2022, 12:50 | #1644 | ||||
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Last edited by Mixel; 02 January 2022 at 13:40. |
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02 January 2022, 14:30 | #1645 |
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Ahh Mixel, going to direct this question for you again, my sincere apologies and thanks in advance
To cut a long story short, have built a new pc, which is great! I backed up all my project files ... BUT ... forgot about tiled Now when opening the project and going to edit map, have no access to actors, blocks or tilesets associated with the current map ... noooooo!! A google for an answer has proven fruitless, so far. If there is a way to save this project I would sure appreciate it! |
02 January 2022, 14:55 | #1646 |
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Congrats on the new PC.
You've tried loading them from within tiled, not including scorpion in the process at all? blocks and actors.tsx tileset files should be in your project's root folder I think.. (mine are anyway) and my other tilesets are in my levels folder. If you've got a backup of your project folder you should have everything you need? I think? |
02 January 2022, 16:23 | #1647 |
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Thanks for replying, sorry to pick on you haha
Yes, have all the files (.tsx) actors and blocks. When I load them into tiled they go to a new tab next to the level maps, not in the bottom right corner as I remember. I think scorpion associates them using magical space dust or something! I guess I can re-generate but would have to start all levels from scratch, which would be no small task Last edited by acidbottle; 02 January 2022 at 16:28. |
02 January 2022, 17:06 | #1648 |
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Eek. Making sure everything's backed up first.. But if you go Map/Add External Tileset and choose the .tsx files that way, do they work/appear in the right place then? (sorry im suggesting things you probably already tried)
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02 January 2022, 17:22 | #1649 |
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Thanks for suggesting, think I tried all sorts from tiled menu, probs made it worse
Maybe someone else has had this issue and fixed it, I hope! |
02 January 2022, 19:46 | #1650 | |
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In mine they're like Code:
<tileset firstgid="1" source="../Actors.tsx"/> <tileset firstgid="257" source="../Blocks.tsx"/> <tileset firstgid="513" source="mastertiles.tileset.tsx"/> |
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03 January 2022, 00:10 | #1651 |
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Nice one Mixel, was something to look into there.
My map file has: <tileset firstgid="1" source="Actors.tsx"/> <tileset firstgid="257" source="Blocks.tsx"/> <tileset firstgid="513" source="area_1.tileset.tsx"/> blockfiles are in a separate folder but actors and maps all in root. Think it should be as is it should. Earok .... help On the positive side, the exe does run in wb from shell, on my wb 3.1.4 you can set the icon tooltype to run the exe from shell automatically to so it does work! Maybe could even try generic whdload .. |
03 January 2022, 00:20 | #1652 |
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@acidbottle That's.. interesting. I might need to have a look at the icon file bundled in Scorpion to apply that fix.
From memory I never had any problems opening Wonderboy on my own computer *except* there might have been one or two maps that were linked to an absolute hard drive path for the tileset rather than a local one, those were fairly easy to fix (since Tiled itself pointed out the issue and allowed me to correct the path). Otherwise I have no clue what's going on. Feel free to send me your latest project, but if it works on my computer as did the last one you sent through, I'm not sure what can be done to fix it at your side. ---- Minor check in, fixed compile bug with sprites reported by mixel. It seems that I had never finished properly setting up 4 color mode on sprites that are wider than 16 pixels. I'm not actually sure if sprites wider than 16 pixels are going to work on 4 color mode on the current Scorpion (and if so, if they work with multiplexing, probably not) |
03 January 2022, 00:34 | #1653 |
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Thanks earok, will send it across later
Will also try a reinstall of tiled, in case something went screwy. |
03 January 2022, 04:51 | #1654 | |
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Is it possible that something odd is happening with chipram? When I go from anywhere in cmo to my main menu (which is admittedly a memory hog) i get kicked out.. but it feels odd that it happens immediately after the intro with this error - that implies there should be tons of memory to spare? (I run 2MB Chip/1Fast) - my library is getting biiiig though, so maybe i've reached some sort of limit? |
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03 January 2022, 07:41 | #1655 |
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@mixel
Re:sprites - That's not too surprising - Amiga sprites are 16 pixels wide, so when you've got something wider than 16 pixels, it needs two sprites to render etc, potentially all 8 sprites if your frame is 128 pixels. If your frame is wide enough, it'll cross the threshold between palette bands. Re:memory - it seems the combined total of everything (including space set aside for music and levels etc) was pushing it over the 2MB threshold, but I did do a check in that might be useful. Update to experimental. I'm getting fairly close to the point where I'm happy to release to public, so *please* feel free to report anything that's clearly broken (if you're not sure if it's the engine's fault or not, please let me know anyway and I'll advise). - Some UI tweaks to the editor - Fixes for loading on Kickstart 1.3 - Minor tweak for slopes - New "CPU_Platform_Acceleration" type. Might be useful for "raging bull" type enemies. - Memory optimisation, which hopefully might be useful for Mixel (and hopefully anyone else having difficulty getting everything within memory limits). Previously a space in memory for the level GFX would be reserved even if a full screen panel was loaded. Now they essentially share the same "slot" (eg, loading a fullscreen panel will replace the map gfx and vice versa). Last edited by earok; 03 January 2022 at 07:46. |
03 January 2022, 11:01 | #1656 |
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Nice update earok, welcome anything that helps with memory management!
Relief to for tiled issues! I reinstalled it and set up the exact same directory structure I had prior to new computer setup. Loads in fine again. Saved it all out, moved folders about, still working .. one big massive phew! Thanks all for helping me try and troubleshoot this |
03 January 2022, 17:46 | #1657 | ||||
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UI tweak maybe? Would swapping "On Platform Edge Reached" with "On Timer Expired"? be okay? It feels really odd having the timer not below the timer option. Last edited by Mixel; 03 January 2022 at 23:01. |
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04 January 2022, 07:11 | #1658 |
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Minor check in, there were a couple of bugs that popped up when I was checking some of the 'unofficial' projects, so I fixed those, and did the UI fix so that "On Platform Edge Reached" isn't at the bottom.
I may do a soft launch of 2021 final tomorrow and a video in the next day or so after that. |
04 January 2022, 19:44 | #1659 |
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Hi, I would like to try Scorpion Engine. I went to Github to download it, but I couldn't find any complete program, only lists of dozens of files (sorry, I'm not used to Github). How do I download it ? Is there any .exe or .zip file somewhere that contains the full Scorpion Engine ?
BTW the link (https://github.com/earok/scorpion-engine-demos) on the first page of this thread gives a 404 error. Thanks. |
04 January 2022, 21:12 | #1660 | |
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