0.6.5 Info


Pirotic

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Feb 16, 2004
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Hiya, im currently busy at work on the next release (0.6.5) and figured i better give you a word of warning,

to save people alot of grief in the future - im making changes to the file format. im basically adding alot of NULL fields into all of them, so if in the future i need to make an addition which requires info to be saved, it'll be compatible with OLD game data as it can just use some of the NULL fields :D

its a pain in the ass when a new version comes out and you suddenly discover you can no longer use the stuff you've spent ages building, so that'll avoid it all.

Sadly, as i've made these changes now - Gigas 0.6.5 will have compatability problems with the current 0.6.0 beta, but fear not - if you want a game converted i'll create an e-mail address for you lot to send it to and then i'll convert it to 0.6.5 format and send it back :D just wanted to annouce that now so when the time comes you dont all wonder why your stuff isnt loading properly ;)

Heres the current list of what'll be new in 0.6.5 (i'll keep editing this to keep it upto date)

Changes for 0.6.5

+ Multiple Game Support (each game just goes in its own subfolder)
+ Larger character sprite file (allows for 3 times as many characters)
+ Multiple Tilesets (infinate)
+ Improved AI (NPC Allys and Enemys will now attack each other)
+ L&R now brings up tile picker when in a layer editing mode
+ 'A' brings up hotspot subwindow as well as select
+ Attack Animation editor
+ Tile Animation editor
+ Hotspot Creation easier (no longer have to type in cords manually)
+ Triggers (to record key gameplay events, so conversations can change)
+ Teleport cords now relate to centre of player sprite, not top left corner.
+ Optimisations
+ Transparency Colour changed to pink

Bug Fix's for 0.6.5

+ Teleporting no longer loads the map if your already on it
+ Buffer Overflows in saving/loading routine
+ Creation of new maps more reliable
+ Flip Map function to fix mappy exported maps appearing sideways
+ Hit/Death effects are now read correctly
+ menus wont glitch anymore and stay visible when changing modes
+ Attack templates fixed (were 2 pixels too short, well spotted)

More to come as i code it ;)

im planning on getting it 0.6.5 out before the weekend.
 
Sounds good, i was wondering how you were going to update the file forma int he future without making everything incompatible...

Are you still making Lemmings for the GP32 or are you concentrating soley on GP32 now? (what about the Chess game)

Can you get rid of the Write-up for CPS32 if you are not going to release it as it annoys me? :lol:


Anyway keep up the good work!
 
Yay! ive just been playing around with gigas. so i got no problem!
 
yup, they called it GIGA - but im sure everybody knows what they are talking about, you gotta admit tho - these GP32x lads are impressive - even when i dont post stuff in the news thread its on the main page within a few minutes if its of importance (which is cool).

Now, heres a choice for your - i have some time on my hands, shall i code the Item/Equip system or the Conversation system first?
 
Conversation, as long as u allow compatibility between the newer version, coz scriptings gonna take a long time so people are gonna wanna start early

And i dont wanna sound pushy but is the PC version gonna be out soon, coz I dont wanna start making it all on my GP then getting a PC version and doing it in half the time? I just need to know whether or not its worth waiting, or starting now

Cheers
 
the PC editor will be in a while, the only advantage of PC editing is that the map editing would be easier, everything else can be done really quickly in the Gigas built in editor (i've made a few improvements so you dont need to enter cords manually anymore, just point and click)

however - i've written a guide on how to make maps using Mappy for Windows and exporting them to gigas, so that should do the job well until i get around to coding my own windows editor. the guide will be with 0.6.5
 
Pirotic posted on May 4 2004 at 05:57 PM said:
the PC editor will be in a while, the only advantage of PC editing is that the map editing would be easier, everything else can be done really quickly in the Gigas built in editor
Maybe with the exception of conversation in due course...

This is looking great Pirotic; I have to admit, I haven't tried it yet, but I'll probably give it a shot with the onset of the next version. Gotta try and convert some of those MMF sprites to ones that can be used in this too (one of my friends did a *massive* RPG library of special effects, characters, backgrounds, etc. for MMF a long time ago, some of which are actually very good :) ). I really want to give Master of Space a shot at re-making :)

Pity it used an FF style turn-based combat...
 
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cool, and will there be the possibility of using larger sprites. I know its hard so its unluckly but itd be soooo sweet to have it in my game for bosses
 
Pirotic posted on May 4 2004 at 05:57 PM said:
however - i've written a guide on how to make maps using Mappy for Windows and exporting them to gigas, so that should do the job well until i get around to coding my own windows editor. the guide will be with 0.6.5
Could I include this on our site?
 
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if you want, its just one of the new sections i've written for the editor.txt.

you can't export mappy maps at the moment due to an oversight, so its not really worth knowing until the next release is out anyway.
 
O and one more thing, will it be possible to copy a file then re-edit certain parts, this will allow me to make different versions of my Smash Bros. game, like a Link version, A mario version and a kirby version, or some kind of character select screen would be sweet
 
FANTASTIC WORK!!!!

Are you planing to make a compilator for Gigas Proyects? (in order to get a fxe or gxb not depending from the main )
 
hiya, yes it is possible to compile the games - thats what i used to do with my demo to save on having loose files, so if anybody makes a finished game i'd be happy to compile into a single compressed .fxe file for them.

Also as for copying and making them slightly different.. you can just copy and rename the map files ;) so copy m1l<0 to 2> to m2L<0 to 2> and u have two copys of the same map

as for a character select, its sorta possible - u could make a map with NPC's showing which characters you can be, and infront of each one have a hotspot activated by an action which teleports you to a version of the map where the player has the sprite of the NPC which was infront of it :p it'd mean a few copys of the same map but it'd work :D

or just wait, because pretty soon you'll be able to 'alter' entitys from the hotspots directly, so when you step on a hotspot you instantly get different stats, or a new attack.. etc, the hotspot editing thing is now a few pages long, lol.. tons of new stuff they can do ;)

had a massive bug fixing session today, to my amazment i found that i had 2 critical bugs which were counter-acting each other :p so i fixed one, then the whole thing fell apart and i had to spend 3 hours disassembling my code to figure out wtf was happening :D

also optimized it, doesn't slow down in that room of 50 people anymore :), next up - a room of 100.

im tired now, cya tomorrow lads!

p.s - i made a "map convertor.fxe" to save me some time converting all your stuff ;)
 
can you make the templates for the characters bigger? Possibilities of more detailed charcters.
 
Convos!! PLEEEEASE!! :lol:

Just kidding man, great work! I love it !!
 
It would be cool if you put RLE compression in the maps... Or somr other algoritem if you understand compression (like I don't) :)
 
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