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#41 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,449
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Quote:
There would still be a bit of manual cleanup work involved of course, such as declaring which tiles are solid or not, and maybe removing bad tiles (such as the ones made up of the fish and birds that overlap the tiles) but the tool takes most of the work out of manually porting an image to the Scorpion engine. |
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#42 |
aka (Cpt)JohnArcher
Join Date: May 2018
Location: Dresden / Germany
Posts: 192
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Alright, interesting, thanks for the info!
So, each extracted tile is then compared pixel by pixel to get the unique once, right? Or is there some kind of "calculating the checksum of each tile" in order to quick compare unique ones? |
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#43 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,449
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It's pixel by pixel, which I'll admit is inefficient - but since the Scorpion compiler is aimed at modern Windows machines, the whole process runs in a fraction of a second anyway.
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#44 |
aka (Cpt)JohnArcher
Join Date: May 2018
Location: Dresden / Germany
Posts: 192
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Yeah, you are right. Still, I wonder how a checksum based (or so) algorithm could look like. Guess it is about storing each color value in a 16x16 table and "somehow" calculate a checksum on it. I will try that.
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#45 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,449
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Let me know how you get on. I've done some thinking about it but I haven't really come up with an 'efficient' way of doing it.
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#46 |
aka (Cpt)JohnArcher
Join Date: May 2018
Location: Dresden / Germany
Posts: 192
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#47 |
Saberman
Join Date: Dec 2016
Location: Kielce/Poland
Posts: 283
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ScorpionTest002B - YT:
[ Show youtube player ] |
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#48 |
Registered User
Join Date: Sep 2004
Location: Poland
Posts: 1,285
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Why not more colors for AGA?
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#49 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,616
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I am still not sure what this thing can do or where it's aimed at...
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#50 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,449
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Cheers @zzbylu. Hopefully this weekend, sample pack 3 will be up.
AGA support will come at some point or another - it already has support for 1-5 bitplanes, and partial support for EHB, so adding support for 6-8 bitplanes shouldn't be too difficult. |
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#51 |
Registered User
Join Date: May 2014
Location: England
Posts: 46
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Looks awesome bud.
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#52 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 944
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Quote:
The engine was made primarily to accommodate our projects but in this public form it's aimed at anyone who wants to build a similar game for Amiga without having to code it. Erik is expanding it (as we're developing our projects) and he is going to release it at some point. |
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#53 |
aka (Cpt)JohnArcher
Join Date: May 2018
Location: Dresden / Germany
Posts: 192
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Thanks a lot for the detailed information, @Tsak. Sounds very promising!
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#54 |
Registered User
Join Date: Dec 2012
Location: Vancouver/Canada
Posts: 650
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Well the editor be an Amiga Workbench application with easy to use draw map interface, add objects, monsters, npcs, etc by click of a mouse button on the map? When it comes to the event, will it be an easy to use click and play interface that converts everything into the script that the engine understand while the front is just an easy to use click and play interface like RPG Maker for example?
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#55 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 944
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@xboxown: Short answer is no. As I said, this is not an all in-one, fully interfaced game maker for Amiga, akin to RPG maker. Scorpion is more of a dev-level engine which will get release as is (at least this is the plan for the immediate future). What comes after that remains to be seen and it's completely up to Erik.
Development with Scorpion is currently split into several different tools (all windows based): 1) 'Tiled' is used to make maps (as per your example), define solidity, define foreground/background objects, setup event boxes, teleports, place enemies, enemy paths, place items e.t.c. 2) 'Ink' (which is a syntax/text based tool) is then used to define quest and event variables, dialogue and interactions, camera, cutscenes e.t.c. The work you'd do here communicates with Tiled, so f.e. if you want to link two teleporters you've made there, say teleporter "house1_basement_entrance" with teleporter "house1_basement_exit" you'd do it in Ink. 3) 'Sprite-beta' is the animation tool we're currently using to define frames and make animations for bob and sprite based objects like players and enemies. It's another powerful tool, which allows modular anims (combine multiple parts into one), setup collision rectangles and other variables. Spriter-beta is courtesy of Michael Parent (with whom we collaborate in other Pixelglass projects). It remains unreleased for now but there are plans to make it available at some point. 4) The internal configurable details of the engine and project (like hud placement, scrolling frame rate, player variables e.t.c) are set in a number of simple text files. 5) Finally Erik has an executable which compiles all the above (tiled, ink and spriter files, gfx assets, music e.t.c.) into the final game. Note that any of the above are prone to be changed in the future and as the engine evolves. Last edited by Tsak; 04 July 2019 at 22:38. |
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#56 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,449
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Cheers @Tsak, that's essentially it
![]() There's already some support for developing Scorpion games on Linux and Mac in that Tiled exists on those platforms, and the configuration .txt files can obviously be edited in any editor. It might be possible to port the compiler to Linux and Mac as well, I'll look into that in the future, but I don't have any plans for Workbench support. I did some work today on the block push mechanic, I can use that as a rudimentary example of how developing Scorpion projects work. ![]() In Tiled, we just need to configure the tile on the tileset to say that it's of the "Block" class (as opposed to being an actor or starting location), and that it's name is "Chair" ![]() And then, in our configuration file (project.txt), we set the properties of the Chair Block. It's obviously Solid, but we've also defined it as being Pushable - we've set this value to "True" because we want it to always be pushable, but we could alternatively link it to a variable (such as "CanPushChairs") if we want the ability to push that Block to be conditional. With the source property, we set both our source PNG for the block, as well as the X/Y offset. Quote:
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#57 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,655
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#58 |
Registered User
Join Date: Feb 2013
Location: Dublin/Ireland
Posts: 401
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Impressive!
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#59 |
aka (Cpt)JohnArcher
Join Date: May 2018
Location: Dresden / Germany
Posts: 192
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Very cool! And I assume you can't push further if you hit another object like a wall or another chair!? Would it be possible to push on chair (pushable) against another chair (also pushable) and then push both chairs simultanously in a row?
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#60 |
Registered User
Join Date: Dec 2012
Location: Vancouver/Canada
Posts: 650
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Erm...Link is a little boy, ok? He is not Obelix or some wrestler man that can lift you with one of his hand like that?
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