06 April 2021, 16:35 | #681 |
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^ cool !
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07 April 2021, 01:10 | #682 |
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This is a maybe silly question but is there a way (like when you're editing PHP) to comment lines of script, just to temporarily disable them.. For testing purposes? Leaving them there so when you realise you actually want them back you dont have to recreate them?
If there is I don't know how, and if there isn't.. Could there be? I'm finding this would be more useful the more complex the project gets. Super excited about all the parallax stuff, but you know that already haha. |
07 April 2021, 01:37 | #683 |
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I haven't really got a quick way to do that yet. Sometimes I've resorted to changing the type to "comment only" which is not a great way of handling it. I've had that request several times so I probably should look into a proper solution for it.
-- Did a tiny bit more on parallax today, I want to be able to both position and scroll the "cloud" layers (parts of the background that only cover a tiny part of the screen, like the moon). I'm a little closer to achieving that. |
09 April 2021, 09:17 | #684 |
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Here's something exciting. A spreadsheet.
I'll stick with the spreadsheet for configuring parallax for now. Here's what the fields mean: - SliceLine, basically just the line where you want to configure an independently scrolling "slice" - InitialOffset, probably best to leave at 0, it's just the initial offset of the parallax - ScrollSpeed, speed that the slice scrolls at when moving left/right/idle (idle is for things that always move, like background clouds) - IsForeground, self explanatory - IsCloud, basically just means don't cover the entire screen with repeating sprites, just use one. Clouds can now be scrolled around the entire screen. - CloudAnim, this is something new I haven't really demoed yet. Basically a "cloud" can be animated with 16 frames. I haven't thought of many use cases but I figured you could do something like have an animated torch on the back wall of a cavern, for example. I might have a go at making a simple game over the weekend to give it all a good test. |
09 April 2021, 12:23 | #685 |
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That is possibly the most exciting spreadsheet I’ve ever seen! Lol.
And oh my god the mind boggling amount of possibilities with this! I’m going to prep some graphics for it now. |
09 April 2021, 13:16 | #686 |
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hahahaha.
Flappy Bird clone! Every engine has gotta have one. I'll release an experimental update in a day or two, there's one or two nasty bugs that I want to try and solve first. This is the image that I generated, basically each 32x slice can be "animated", which is what I did for the island reflection. It needs to take a 512x wide image now, with everything nicely aligned in those 32x slices, BUT there'll be a tool involved that'll generate that image from a 32x or 16x one. |
09 April 2021, 13:31 | #687 |
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And even the clouds and the moon are moving !
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10 April 2021, 03:54 | #688 |
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Checked in the advanced parallax stuff to experimental, along with the complete "Flighty Fox" sample game (I don't normally include demos in experimental but, figured it was pretty important to have a working demo of the new parallax capabilities).
An ADF of the demo itself is on itch, I really should start putting more of my stuff there. https://earok.itch.io/flighty-fox Edit: Two reported bugs have been fixed. Sometimes the editor would crash when importing an image for parallax, also under some rare circumstances an attack animation would 'stick' permanently. I think I'll aim to do the public 2021.5 release in the next week or so, main thing I want to do is rework the Amigo the Fox sample game to make all levels use lots of parallax. Last edited by earok; 10 April 2021 at 11:57. |
10 April 2021, 12:17 | #689 | |
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Quote:
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10 April 2021, 12:56 | #690 |
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11 April 2021, 00:52 | #691 |
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Checked in a couple of parallax fixes to experimental for EHB mode on AGA, also resolved a couple of other minor sprite parallax bugs.
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11 April 2021, 04:37 | #692 |
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Haha! Fixed it before I even got a chance to test it. (tidying/decorating the kid’s room while she’s away, this apparently takes days.. uuurgh)
That 512px long image has me scratching my head slightly. Really looking forward to sinking my teeth into this. Like.. *everything* can be animated? I’m going to try not to go overboard with this stuff. (ooh, heat haze, flickering lights, rain, etc etc! Argh!) |
11 April 2021, 05:15 | #693 | |
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Quote:
- "Clouds" where it's only 32x wide can be both scrolled or animated. - The rest could theoretically be scrolled OR animated, but both wouldn't really be possible. It might be possible to do an effect like the parallax on the vertical turrican stages, though that's not really tested yet. |
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11 April 2021, 16:22 | #694 |
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I saw Bad Apple running on the TIC-80 today and thought I'd try and make a similar port to Scorpion.
It.. didn't do as well as I hoped it would. It works but it's bad both in resolution and speed. I'm still pleased I managed to get it going at all though, given the engine is not at all designed for it. If you're morbidly curious, it's here. Needs 1MB of contiguous RAM (so A600 seems to work, but 512+512 like on A500 won't work). Doesn't have any music, and may take a little while before anything shows on screen. Probably needs something like an 030+fastram to run at a vaguely acceptable framerate. http://earok.net/bad_apple.adf |
11 April 2021, 20:09 | #695 |
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Looking good earok! I like the wavey water effect reflections and colorful screen like what Amiga used to be
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12 April 2021, 00:03 | #696 | |
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Quote:
Did an update to the Bad Apple port, it's marginally more efficient than before. But it's also interactive. Does anyone have a four channel mod file of Bad Apple I can use? http://earok.net/bad_apple.adf |
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12 April 2021, 00:40 | #699 |
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^
but so is 'Scorpion engine' and you for creating it |
13 April 2021, 03:47 | #700 |
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thank you!
Latest update pushed to experimental. More or less just a quality of life update. - Fixed issue where compilation would fail if parallax data CSV was opened elsewhere (this should hopefully fix some other random issues where Scorpion complains about a file being opened during compilation). - Added ability to 'disable' lines of code. - Added the Bad Apple demo. I'll likely add the Bad Apple demo to the public version, though I do want to try and get a mod sorted out first. |
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