Gigas-engine 0.7.0


yay! then there'd finally be a reason to buy one! :D
 
Absolutely; Gigas gets chatboard, I'll get a chatboard. The things are looking mighty attractice these days as more and more dev'rs use them :)
 
Absolutely; Gigas gets chatboard, I'll get a chatboard. The things are looking mighty attractice these days as more and more dev'rs use them :)
I second that :) and the more I think of it, the better chatboard support sounds :) sounds really convenient for making dialogues and stuff like that ^^
 
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Hiya, i sent him an e-mail asking about price, dev'r discount (gave him a link to this thread to show how many people would support a chatboard) and also explained the situation about moose wanting to get me one as a donation (thanks again!)

also sent a copy of the e-mail to moose :) so we'll see how things unfold.

In other news, spoke to Craig and Guyfawks and they've given me the details so i can enter gigas into the "most improved entry" comp on the 10th and be in with a chance (abiet a small one) of getting myself a new BLU gp32... hopefully the fact the first comp version (the 15 day version) was so rubbish it will work in my favour :D

However, one of the rules is that the software is unreleased beforehand - so 0.7.0 wont be out today as i had planned and instead be out whenever the results go public :p its only a few days tho and it'll give me time to fix up a few things i was unhappy about.
 
Pirotic, ur a tease

will u b implementing n e thing new in the nxt 6 days to ensure victory?

I wish we could find out who else was entering to see how good everyone elses stuff is
 
the demo is already done, as it was going to be released today (it has cutscenes and talking in it now) - i'll spend the time until now and then (6 days?) just improving bits and bobs.

as for what else is entered, i dont have any idea - but it will have to be something thats been entered into one of the previous comps, im 95% certain a full speed emulator will probably end up winning, but its worth a shot (plus its alway a bit of fun).

heard back from the chatboard guy today, moose should of gotton a copy of the e-mail also so lets wait and see what happens, he gave me a discount (hurrah) and said he's happy to accept any form of payment (he seemed like a nice bloke).
 
sound support is happening, but not for 0.7.0 - its a pretty big undertaking, been chatting to djwillis who's done some mp3 playing librarys which may be added into gigas :) fingers crossed, requires alot of testing and optimisation but its something which will happen when the time is right.
 
haven't done any manual stuff today, going to add few more things (seeing as i now have a few more days to work on it) then i'll write up the rest of the manual.

redoing the menu system at the moment so i'll have to retake most of the screenshots for the manual as the menu looks and acts a little differently.

when you select an option from the editing menu, with some options a new little menu will slide out of the side giving you more options, so instead of layer 0 1 and 2 you just get "Map Edit" - you select that then a little slidly menu pops out letting you pick what layer to edit.

A bit like the windows start menu :D

means i can fit more stuff in the main editing menu, and tidy it up a little.
 
done and dusted version 0.7.0 now and its ready to be submitted into the GBAX compo, despite all the work which has gone into it im pretty sure a port of an emulator will end up winning :p but thats life eh?

Lets just hope they try out the editor, and not just rate it based on the demo game :p

My plan now is to finish adding the improvements which i didnt get done in time, and then add to that fix's for any bugs you guys may find in 0.7.0 and release a minor update (0.7.1)

the main addition for 0.7.1 will be savegames.

With savegames, it'll save all the changes made to the map when you leave it - such as tiles which have changed or hotspots which have been activated or what triggers have been changed - and because the changed files will be stored in the savegame, it wont change the original template of the game (the one which you edit)

Something which annoys me at the moment is - its difficult to test out a map without messing up the template , so sometimes you have to go back and reset it to how it was after playing it. but with savegames i can play the game properly without worrying about it editing the original template game.

like i said, was ment to be in 0.7.0 but i'm out of time and dont want to miss the comp entry date - sorry!

hope you all like it when gbax/gp32emu put them up for download, closing date is the 10th but i dont know when they'll put them up.
 
10th???


TENTH????????


I cant wait....

3 days????


too,too long.



I think ill hibernate till then...
 
I've got an exam the 11th, so I hope they don't post until that day day or else I won't have studied at all :/
 
just discovered a nasty bug :(

my code is always pretty neat, so i've checked it for logic errors but haven't found anything (worringly), basically the characters dont move - they animate but nobody moves :p

checked the walk speed, that's not being messed up

weirdly, if i put them on a map which starts off with a cutscene, as soon as the cutscene is over i they walk fine :p check cutscene code and that was fine too.

finally i noticed, while they are 'stuck' if i make them face and talk to another entity, even if that entity doesn't have anything to say somehow the code which loads the conversations gets it unstuck.

looks like a buffer overflow/memory overwrite problem somewhere :p lets hope i can get it fixed in time for the comp.
 
Nasty

I've just had another thought, will it ever be possible to make the charset with 4 movements insted of 6, coz a majority of my character go:
Left foot
middle
Right foot
middle

on a six action sheet it would go funny and be:

Left
middle
Right
middle
Left
middle
Left
middle
Right
middle

etc etc.
 
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