Gigas Engine 0.7.5


toxibunny posted on Oct 7 2004 at 11:48 PM said:
feature request : support for 4-frame walking animations 'left middle right middle'

also support for extra poses/animations (for during cutscenes)


excellent job so far, got my sprites working! (i think it was bmp2bin not overwriting properly...)


oh, and one more thing someone mentioned already in this thread... do something to the collission detection so you can walk through areas like this:

XXOXX
XXOXX (X=collision on, O=off)
XXOXX

it already lets you walk horizontally through this:

XXXXX
OOOOO
XXXXX

but the vertical one isn't good, for some reason...

sorry for moaning! :p

no problem, must of overlooked that, will get it sorted for next release (i've written it in my todo list this time!)

additional poses will be added eventually, not to sure about 4 frame walking - u should be able to repeat a couple of frames in the current animation to get a 4 frame animation working ok, if that makes sense.
 
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well i guess you could sort of left middle middle right middle middle, but wouldn't that look like they were skating?


aww, go on... *puts sad puppys face on* sort out 4-frame animation as an option... it'd make all those PD sprites on the net instantly (ish) compatible... i bet it's not that difficult :p
 
Hey i am brand new to this but gigas is really good,
i dont think its is possible to incorporate tiles from more than 1 tileset on 1 map at the minute, if you change which tileset you are using all the tiles on the map change.
i dont know if there would be anyway to get round that but its a thought.
 
Digit posted on Oct 26 2004 at 04:26 PM said:
Hey i am brand new to this but gigas is really good,
i dont think its is possible to incorporate tiles from more than 1 tileset on 1 map at the minute, if you change which tileset you are using all the tiles on the map change.
i dont know if there would be anyway to get round that but its a thought.


its a memory issue, i could make each tile a seperate graphic, then allow the user to specify what tiles are in each tileset - but that'd be a pain in the ass to use.

if you want to reuse some tiles, just make a copy of them on the new tileset :D
 
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hi,
perhaps im just stupid and its allready easy to do, but i cant get signs to work.. (readable) dont know how to do this. its not that important yet but i just wanted to say that. :)


this collision things is good someone says this.. it also not that important but i think its better for doors hotspots so that you dont run by mistake in the hotspot... if you dont know what i mean :

xxx
XXXXX
X0XXX

this is a house and 0 is the door which has no collision so you can but the hotspot for teleport on this tile..

Thanks pirotic for your great work.
bye


EDIT:
another thing :) in some games there are thos walls wer you can jump down on one site but you will be blocked from another site... in know those from Zelda and pokemon, but they are sure also in many other games.
so i think this is a must have feature .. if its allready in i just dont found it so then sry

animated tiles with more than 4 images would be nice also :) perhaps 6 or 9 ?
if its possible
also a speed select for those animations, in my game they are just toooo fast ;)

again those Signs
perhaps you can make it that way, every Level 1 Tile has an option readable.. so if you activate this and stand in front of it press A or B it shows the text you saved with the tile.. wat do you think about this
 
Cheers Pirotic,
couple of other things. The editor is great but it would be helpful if there was some sort of overview, like 3 different sizes that would help make bigger maps more easily editable = can see more of the map at once.
The replace tool for tiles is great but would there be any way to implement a tool like the filler in paint, i.e. only replaces tiles that are next to each other but leaves all other tiles alone.

Soz if that was confusing.
Cya
 
some other ideas...
customizeable menus..
so that you can change the boarders, the fonts and background colors etc.

a thing for roundbased fights...
in most rpgs you walk arround a special are and then on random places there will appear enenmys... those are enemys which mostly just appears in this region. but not the same all the time.
so in the editor you could do it like that.. you mark an area, and then you will edit this and select which enemys will appear and often is the chance that you meet those.
ok thats it.
Thanks for your great work bye
 
Digit posted on Oct 27 2004 at 07:00 PM said:
Cheers Pirotic,
couple of other things. The editor is great but it would be helpful if there was some sort of overview, like 3 different sizes that would help make bigger maps more easily editable = can see more of the map at once.
The replace tool for tiles is great but would there be any way to implement a tool like the filler in paint, i.e. only replaces tiles that are next to each other but leaves all other tiles alone.

Soz if that was confusing.
Cya

Hiya, thats a good suggestion - Gigas was my first GP32 project so i eventually want to re-write the core engine once all the features are done, with my other project i've already written a viewport system - which allows you to have multiple windows showing the game area, and also allows you to zoom in and out. once i gigas finish i'll do back and include stuff like that into it to make it easier to use etc.

atm i just want to get all the features done - even if they are ugly or trickly at least then people can use it, once the ugly features are all in - i'll make it easier, re-code and add more options/settings, totally recode the menu system and basically make it as good as i possibly can.

then it'll get opened sourced and i'll start porting it to other platforms.
 
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got a problem... once you used a wizard to a hotspot, you cant change anything but "activation" )):

i got a suggestion, too: can you please add a collision setting for entities?

AND i got a question... 3 in 1 so far :)
can you yet set up triggers, so that they change value if you talk to a person? or killed an enemy?
 
Add screen panning and flashing [for stuff like earthquakes and lightning], and if you don't have it already [sorry i haven't checked out gigas that much, but am commited on making an rpg once it reaches ver 0.8 or something] and entities or enimies that can appear or teleport, and/or shoot, than dissappear, etc.
From what i've checked out it looks awsome!!!
 
another question: can you make hotspots sensitive to a certain trigger so that they only work if a trigger is set to a certain value? if yes, please tell me how to do it, if no....well, if you got time for it, include it pls :)
 
Hiya, the trigger's are not fully implemented yet, i need to recode a few of the existing features to tie them in together a bit better. something will be done for the next release which will allow hotspots to work with triggers a bit better.
 
yay, cheers! it's great to know you're still working on it....if i made gigas i probably would have stopped after the tile and map coding :)
 
NO, if you would have done it, you would have never even started.haha :p JK
anyways that is pretty cool. I was wondering, pirotic, if it would be possible for us, the people working on the gigas project, to b one of the one of the first to get the next beta version? cause then, if we have started making the game, we could modify it with the next beta. but we could just get it our selves.hehe :)
 
.MOD file support (when you implement sound) would be nice.
I would need the ability to switch between turnbased and realtime battle
with hotspots in my game design. For example, I want to use realtime on
te overworld, and some other maps, and turnbased on boss battles.

Thanks. Gigas is awesome. :)

EDIT: Turnbased battle should have the option of randomly causing battle,
or doing it occording to the number of steps you've taken.

Being able to associate dialogue with speech (ogg,wav) would be nice
when sound is implemented. Sound should be accessible in cutscenes, too.
 
I just want to have my say about Background Music, so hear me out Pirotic! :p

We NEED MIDI files! Just think logically, if you make the only Background Music supported MP3's/OGG's, all hells gonna break loose.

Part one: Not just MP3's...please.

For starters, MP3's/OGG's take up a lot of the processing power. That's just the beginning of the problems. Personally, i'd just use an MP3 for the title screen.

Now secondly, the average memory card someone has for the GP32 is 128mb. Now lets consider the size of these beasts. There is probably about at least 30 songs in an RPG. An MP3 would probably weigh at about 2MB. So, do the Maths, 30x2mb = 60MB. That's just the background music! I don't think anyone is gonna want to waste that much space...unless it's a remake of Secret of Mana or something.

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Conclusion = MP3's only suitable for title screen, where it wouldn't lag the game, and having title screen MP3 music obviously wouldn't take up much space

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Part two: Finally, the MIDI part of the arguement...

Now, we all know that Mobile Phones can play pretty good quality MIDI tunes, also known as Polyphonic ringtones.

How much internal memory do you think a phone has? Not much, i'd say, and it can play all the standard MIDI instruments. So, i'd much rather sacrifice 3-15MB for all instrumental MIDI support than 60+ megs of MP3 sound, and then use MIDI files which take up very little memory.

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Conclusion = MIDI format kicks MP3 format for the Gigas Engine.

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Thank you.
 
The GP32 doesn't have any midi function built in, so you'd need to use a lot of ram with the instruments - not know if any homebrew coder has already written a midi player for GP32 but its a fair bit of work in itself.
 
the music isn't stored in the fxe, the music is ion the doom .WAD
 
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