29 February 2020, 10:41 | #301 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
I have to say, this is looking excellent... certainly takes a lot of the pain out of sprite management.
|
08 March 2020, 10:33 | #302 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
Cheers @mcgeezer
Posted a new update. The old "ink" scripting component has been entirely replaced by the new visual "code blocks" system. All of the samples have been converted to the new system. The backbone conversion stuff is currently removed, I'll try to get that going again in the next week or two, along with a few improvements on the sample games. Tsak's been really helpful in finding issues with the conversion process, so that should help with the Chaos Guns and Tales of Gorluth ports. Project home is on github: https://github.com/earok/scorpion-editor-demos |
09 March 2020, 12:07 | #303 |
Registered User
Join Date: Apr 2008
Location: France
Age: 41
Posts: 435
|
Hi ! Thanks for your great work. I'm so happy because in the past quite a few people have spent huuuuge amounts of time writing backbone games and that clearly spoiled their work.
(hmm, I have no Windows machine though. I wonder if it'll work under Wine ! :-) Keep up the great work ! |
10 March 2020, 07:33 | #304 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
Quote:
Would be interested to hear if you can get it to work. It is written with Dot Net, so it might be possible to produce native Mac or Linux builds (though I'm not totally sure if the various dependencies would allow that) |
|
10 March 2020, 08:53 | #305 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,782
|
I am on Mac OS, would love to try out if it works with Mono... (when I have some time again, after finishing Inviyya... If that ever happens... )
|
11 March 2020, 16:40 | #306 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,543
|
Wonder how does the engine behave if used to create something like JRPGs; beisde the top view, map, etc. how muck work might take to configure all attributes and fight system?
|
11 March 2020, 18:21 | #307 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,039
|
@Saimon69: Depends on the RPG system. Currently it can handle action RPGs. But a turn based system would need a lot of work.
|
12 March 2020, 03:09 | #308 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
@Steril707
Heh. You're making amazing progress so hopefully that'll be soon @Saimon69 Tsak's right in that it's not really designed with turn-based RPGs in mind, so it wouldn't necessarily be easy. But it's certainly possible. You could use the already implemented dialogue features (such as in the Phoenix Wright demo) to simulate a menu for selecting attack, item, retreat etc. There is a "dice roll" function in the script to support random outcomes. Hmmm.. maybe I should try whipping up a Phantasy Star demo or something for the pack |
12 March 2020, 09:52 | #309 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,782
|
Quote:
Just finishing the end bosses, and that's it. I'd love to give scorpion engine a workout... I think this might be one of the best things to happen to the Amiga in a long time. Now there is no excuse anymore for not creating games for anyone.. |
|
15 March 2020, 01:53 | #310 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
Much too kind Steril707! I hope I can make it live up to your words
[ Show youtube player ] Weekly update. There's now basic support for importing Backbone platformers into the engine. Nutmeg by Czeslaw Mnich is the one that I used as a test, though there's currently no guarantee that any other platformers will work yet. I'll keep working on that and the other priorities for Scorpion. |
07 April 2020, 13:28 | #311 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
I was trying to do more frequent updates/releases, instead I've spent a fair bit of time fixing some longstanding structural issues with animated tiles, respawning enemies and such. So not a lot tangible to show right now, but the engine is becoming a little more stable.
One problem I've had right from the start of the project is, because the Engine is BlitzBasic and the Editor is C#, there wasn't any shared code between them. This has been particularly problematic because, for example, if I wanted to add another line of data to the game actors, I'd need to duplicate effort to update both data models xactly the same, despite being in wholly unrelated languages. If I didn't remember, or if I made a mistake, it could be a pain to debug. So, as part of my build process, I've made a little utility for converting some Blitz into C#. Just the data structures to begin with - to make it easy to load and save the same data in both projects without needing to double up any effort. Could this process also be used to convert more Blitz Basic to C#, and be used by a Unity or Monogame project? Maybe but that won't be any time soon. |
15 April 2020, 13:57 | #312 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
New update time.
Alex Kidd demo now has a motorcycle bit. Other than that, it's mostly "under the hood" updates to the engine, editor, importers and demos. Compiled demos themselves are now contained in an LHA that can be downloaded from the github repo. https://github.com/earok/scorpion-editor-demos |
22 April 2020, 18:15 | #313 |
Registered User
Join Date: Apr 2019
Location: UK
Posts: 300
|
Finally had time to try out this new version and had a query.
I set my player to platformer type and all the jump/fall/idle/walk animations work, but I can't figure out how stop the player doing walk animation while stood still and holding the down direction. Thanks. |
22 April 2020, 21:58 | #314 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
Quote:
It sounds like an engine bug, feel free to file it as an issue (and anything else you need) for me to look at. |
|
22 April 2020, 23:23 | #315 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,608
|
I tried the game demos and worked good on my A1200/030. Great job you are doing with this
|
23 April 2020, 09:18 | #316 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
Thanks @nikosidis, I appreciate the tests!
-------------- I had a random idea today, but I'm not entirely settled on it. I'm definitely interested to hear opinions. The Scorpion Editor toolkit could be converted to Unity. And here's the upsides: - It would theoretically allow for Linux and Mac versions of said editor, provided all of the libraries needed aren't Windows specific. - Unity does offer a surprisingly powerful 2D UI system for forms, and I'm already very well familiar with it. - A fair bulk of the C# code already developed for the editor could simply be copied+pasted across. There wouldn't need to be any need to redevelop existing games or demos in it. - A Unity version of the game engine was always a long term goal, in order to facilitate the ability to target classic Amiga as well as Unity targets like Windows, Mac, Linux, Android, iOS etc etc. Moving the Editor to Unity would also help with the development of the Unity version of the Engine. - In general, I'm more familiar with Unity development than WPF development. And the downsides: - There still would be a fair amount of work involved in bringing it across, in particular to do with converting all of the forms. This would delay the engine in general (though starting now would save time in future). - There could be other complications I hadn't considered. |
23 April 2020, 20:58 | #317 |
Registered User
Join Date: Dec 2002
Location: sweden
Age: 46
Posts: 430
|
Going Unity sounds awesome!
|
10 May 2020, 06:00 | #318 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
Time for an update.
Links:
|
10 May 2020, 10:48 | #319 |
aka (Cpt)JohnArcher
Join Date: May 2018
Location: Dresden / Germany
Posts: 193
|
Very nice, earok, quite massive! I also like how you document the things still to do in the github issues.
BTW, what tool do you use to create the animated gifs? "ScreenToGif" (https://github.com/NickeManarin/ScreenToGif)? |
10 May 2020, 11:01 | #320 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
Quote:
Process for making animated gifs: - Record the original in WinUAE using Lagarith lossless codec (so no compression artifacts) - Split to individual frames with FFMPEG. Specifically with a command line like this ffmpeg -i output2.avi -filter:v "crop=512:384:122:33" %%07d.png The crop setting takes out the overscan area and anything else you don't want on the gif. - Rejoin the individual frames with ImageMagik magick.exe -delay 2 *.png input.gif The delay of 2 forces a framerate of 50FPS, so the gif should play back at the same rate as the PAL input. |
|
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 |
|
|