02 January 2021, 13:06 | #441 | |
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Edit: worth noting that Windows 10 is essentially free too if you’re just using it for something like this, you can just download it from MS and not activate it.. @earok the ramps are incredible! Last edited by Mixel; 03 January 2021 at 11:50. |
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02 January 2021, 13:41 | #442 |
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Awesome work! I sooo need some spare time to have fun experimenting ideas with this!
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04 January 2021, 12:12 | #443 |
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Cheers all
Well overdue, but I've started to get AlarCity across to the engine. Planning on releasing a small update in a couple of days with a raft of minor fixes (Simplistic snake sample game, ability to set Fire1 as jump for games without shooting, couple of bug fixes for the Backbone importer). I've had talk with a couple of people about a potential Mac port, the problem is the engine and editor is still in a very fluid state so maintaining a Mac version simultaneously would slow down development of core features. I may come back to it later once it's in a much more mature state. |
04 January 2021, 15:31 | #444 |
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04 January 2021, 22:42 | #445 |
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I'm sure this will boost Amiga development. Well done!
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05 January 2021, 01:35 | #446 |
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This looks amazing. I hope we get some quality action adventures in Zelda or Square/Enix style at some point.
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07 January 2021, 23:34 | #447 |
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That would be cool we'll keep improving the engine and adding more RPG features as we develop Scorpion.
Ahem, Scorpion Editor 2021.1b is out. Mostly a minor update with bug fixes and a new demo. https://github.com/earok/scorpion-editor-demos/releases Snake is not an advanced game, but the demo shows the flexibility of the level block system. Games like lode runner, bomber man and boulder dash should be perfectly possible. |
19 January 2021, 19:16 | #448 |
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With this covid condition, it's a good chance to draw some graphics to use it if i find the time to learn a bit how the engine works. You can guess the inspiration
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19 January 2021, 19:40 | #449 |
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That looks incredible @nobody! I hope you do find time to learn Scorpion!
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19 January 2021, 21:22 | #450 | ||
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Beautiful artwork |
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20 January 2021, 07:47 | #451 | |
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A couple of notes: 1) A weakness of Scorpion at the moment is there isn't a step-by-step guide to making a game from scratch. I may look at doing a rough video in the next week or so that goes over all the major points in the process (though such a video may become outdated quickly). 2) Technically, Scorpion could support stairs via the "Slopes" mechanic, Mixel's game already has a functional staircase. However, there's currently no support for walking past stairs without climbing them. Implementing something like that is something I haven't fully thought through. (though I figure, you could maybe leave the bottom step tile off so you could walk past if you don't want to climb them, and just jump on to them if you do?) |
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20 January 2021, 17:48 | #452 |
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Probably abbey des morts was inspired a bit from Castlevania and others like manic miner.
About the engine, i am trying to figure out what's going on from the examples when i have some time. I found that every frame has to be a separate png lol. Does it support 8*8 tiles? Just curious, i am drawing all as 16*16. Taking lots of inspiration from games like bloodstained (the NES look alike) and more. |
20 January 2021, 20:21 | #453 | ||
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Well, every other program that accepts sprite sheets requires to manually grab from the sheet each individual frame anyhow, so it's the same work required. There was an option in an early build of the engine where you could feed it a sheet and it would automatically pick up all frames. We may see to reinstate this option at some point.
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If you found Backbone easy and had fun with it, then chances are you won't find Scorpion much more difficult to use. |
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20 January 2021, 23:47 | #454 |
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Everything that Tsak said just a couple of slight points on the 8x8 thing.
- Slopes, to a limited degree, could fake some 8x8 tiles (particularly on stair-like platforms). But this mechanic won't work for solid walls or ceilings. - If you want purely decorative 8x8 tiles (non collidable), it could be a pain to manage, but you could do this: * Create four layers in tiled for topleft, topright, bottomleft, bottomright * On your tileset, for each of your 8x8 tiles, make four versions - one in each corner, with the rest of the tile as transparent. Then you can overlay them in any combination on your map. It's not going to drain performance since the entire map will be "flattened" into a single layer when compiled. We did something similar for Super Go Down The Hole, there's a bunch of map layers because there's tile edge decorations and some parts have all four decorations within the same tile position. |
21 January 2021, 00:23 | #455 |
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Ok,
I've asked Zener (creator of amazing Red Pill), so I will ask you too. Is it possible for this engine to create something like NBA Jam for Amiga? Here is how the game look: [ Show youtube player ] Now, of course I don't expect it to look like the arcade above But more like this: [ Show youtube player ] It's 2vs2 basket. I guess it's rather easy make players run around, but what about the ball? Can we create and arc motion of it when you are shooting from the distance? For slaming, ball could be simply part of the character. I am not expecting any kind of physics here, just arc motion between character and basket. Do you think it's possible? |
21 January 2021, 00:51 | #456 | |
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I think, from a technical point of view, yes. Scorpion's codeblocks are turing complete so it's at least theoretically possible to do things like that. But I don't think Scorpion would be the best fit for it. Scorpion is primarily an engine designed for 2D games, NBA Jam is a 2.5D game in that ball movement is on all three axis. So at the very least things like getting the sprites in the right order may be a pain. |
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21 January 2021, 07:37 | #457 |
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I was curious, so I had to do a rough and rapid prototype to see if a basketball game is possible.
Yep. You'd need a LOT of custom logic to get it working well, to the point it may still be better to make an engine from scratch for it, but it could work in theory in Scorpion. |
21 January 2021, 13:56 | #458 |
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Awesome.
Thank you so much for the time to do the test, and this engine. |
26 January 2021, 10:08 | #459 |
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I tried some "teleport", like in example player reach the bottom of the screen then i created a code: "player->set position y=0", then the player appears on top but some artifacts appear also here and there, something like ghost images of the tileset or the player.
Possibly a bug, or i did something wrong. Just trying to figure out what's going on with some simple project first that uses various mechanics |
26 January 2021, 10:38 | #460 | |
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I'll be doing a major update to the engine this weekend with all of my recent fixes, feel free to email me your source and I can investigate fixing that bug as part of the update too. earok3d at gmail dot com |
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