English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 14 June 2019, 13:10   #41
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Quote:
Originally Posted by Clydos View Post
@earok: Cool stuff!

How does the process "converts into into a tiled map" work? Is that an automated process? Semi-automated? Manually? Would be interested in this process.
Automated. I have a template of a Tiled map which is resized by the Scorpion compiler to dimensions exactly matching the image. Then, a tile set is generated by analysing each 16x16 section and adding every unique tile exactly once to the tileset image (which can be seen at the bottom right)

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.
earok is offline  
Old 14 June 2019, 13:30   #42
Clydos
aka (Cpt)JohnArcher
 
Join Date: May 2018
Location: Dresden / Germany
Posts: 193
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?
Clydos is offline  
Old 14 June 2019, 13:31   #43
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Quote:
Originally Posted by Clydos View Post
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?
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.
earok is offline  
Old 14 June 2019, 13:43   #44
Clydos
aka (Cpt)JohnArcher
 
Join Date: May 2018
Location: Dresden / Germany
Posts: 193
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.
Clydos is offline  
Old 14 June 2019, 14:02   #45
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Quote:
Originally Posted by Clydos View Post
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.
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.
earok is offline  
Old 14 June 2019, 14:18   #46
Clydos
aka (Cpt)JohnArcher
 
Join Date: May 2018
Location: Dresden / Germany
Posts: 193
Quote:
Originally Posted by earok View Post
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.
Yep, I will do that (but I am no pro coder. Just sayin'. :-))
Clydos is offline  
Old 17 June 2019, 11:24   #47
zzbylu
Saberman
 
zzbylu's Avatar
 
Join Date: Dec 2016
Location: Kielce/Poland
Posts: 327
ScorpionTest002B - YT:
[ Show youtube player ]
zzbylu is offline  
Old 17 June 2019, 12:46   #48
Solo Kazuki
Registered User
 
Solo Kazuki's Avatar
 
Join Date: Sep 2004
Location: Poland
Posts: 1,301
Why not more colors for AGA?
Solo Kazuki is offline  
Old 17 June 2019, 12:50   #49
Tigerskunk
Inviyya Dude!
 
Tigerskunk's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
I am still not sure what this thing can do or where it's aimed at...
Tigerskunk is offline  
Old 17 June 2019, 13:03   #50
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
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.
earok is offline  
Old 27 June 2019, 17:57   #51
zapiy
Registered User
 
zapiy's Avatar
 
Join Date: May 2014
Location: England
Posts: 46
Looks awesome bud.
zapiy is offline  
Old 27 June 2019, 23:13   #52
Tsak
Pixelglass/Reimagine
 
Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 1,031
Quote:
Originally Posted by Steril707 View Post
I am still not sure what this thing can do or where it's aimed at...
It's a light action-rpg engine which supports modern windows dev tools like tiled and ink. Currently the engine can do 8 way scrolling in 50fps and has a ton of features including npcs, dialogue, quest system, events, teleports and many other stuff, able to run without issues on a500. Practically it's comparable to Backbone, but it offers far superior abilities and performance. Also it does not come in a self contained -all in 1 package- environment, so you are required to use a number of 3rd party windows tools (albeit free ones) to work it out. As it currently stands it's also not aimed to be a general use game maker but more genre specific.

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.
Tsak is offline  
Old 28 June 2019, 10:13   #53
Clydos
aka (Cpt)JohnArcher
 
Join Date: May 2018
Location: Dresden / Germany
Posts: 193
Thanks a lot for the detailed information, @Tsak. Sounds very promising!
Clydos is offline  
Old 03 July 2019, 20:49   #54
xboxown
Registered User
 
Join Date: Dec 2012
Location: Vancouver/Canada
Posts: 675
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?





xboxown is offline  
Old 03 July 2019, 23:01   #55
Tsak
Pixelglass/Reimagine
 
Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 1,031
@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.
Tsak is offline  
Old 04 July 2019, 09:53   #56
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
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:
[block chair]
Source=maps\objects.png:32:16
IsSolid=true
PushVar=true
earok is offline  
Old 04 July 2019, 10:18   #57
malko
Ex nihilo nihil
 
malko's Avatar
 
Join Date: Oct 2017
Location: CH
Posts: 4,856
!
malko is offline  
Old 04 July 2019, 14:48   #58
Reido
Registered User
 
Join Date: Feb 2013
Location: Dublin/Ireland
Posts: 403
Impressive!
Reido is offline  
Old 05 July 2019, 12:50   #59
Clydos
aka (Cpt)JohnArcher
 
Join Date: May 2018
Location: Dresden / Germany
Posts: 193
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?
Clydos is offline  
Old 05 July 2019, 18:50   #60
xboxown
Registered User
 
Join Date: Dec 2012
Location: Vancouver/Canada
Posts: 675
Quote:
Originally Posted by Clydos View Post
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?
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?
xboxown is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 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

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 16:27.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.16773 seconds with 14 queries