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-   -   Prequengine v0.1.2 win32 beta released (https://forum.magicball.net/showthread.php?t=16600)

xesf 2012-12-30 21:17

Prequengine v0.1.2 win32 beta released
 
I've decided to release earlier the new version of the Prequengine.

Now that new members are coming and people are playing the games I thought it was the right time. This way everyone can help me testing the engine and report bugs

If you find any bugs, please report them here: http://code.google.com/p/twin-e/issues/list

The engine can be downloaded here: http://twin-e.googlecode.com/files/

Changes in this version:
Quote:

# 0.1.2 - 30.12.2012:
- [ADDED] Meca-pinguin support
- [FIXED] issue with null animation pointers.
- [ADDED] Extra explosions. Meca-pinguins can now explode when they "die".
- [ADDED] Magicball aiming at key.
- [ADDED] Extra shadows.
- [FIXED] issue with actors shadow size
- [FIXED] issue with magicball shadow crashing the game
- [FIXED] (issue #18) with ANGLE move script.
- [FIXED] (issue #19) with DISTANCE conditions command
- [ADDED] hability to stop a single sample
- [FIXED] issue with fade out music which prevents all sounds to be played
- [ADDED] Pause and resume samples
- [FIXED] issue with SAMPLE_ALWAYS move script command
- [FIXED] issue with inventory item overlay rotation speed
- [FIXED] issue with REPEAT_SAMPLE move script command
- [FIXED] issue with music and samples not stopping while playing FLA movies
- [ADDED] Scene music only plays once as original game
- [ADDED] Voices are fully supported
- [ADDED] Dialog text buble
- [ADDED] Palette related script commands (responsible with palette fadings)
- [FIXED] issue with the CONE_VIEW script command. It was causing an incorrect behavior when Twinsen was near a Guard.

Polaris 2012-12-31 01:24

That looks interesting !

No walking on water like in the twinengine :(

xesf 2012-12-31 09:34

Yeah, I get rid of that feature in the previous version :p

Darkflame 2012-12-31 11:32

coool :)

xesf 2013-01-04 13:08

Yesterday, I played a bit the game with the engine and found some bugs that are now reported. Nothing better than really play the game to find those bugs. Any help in this matter will be appreciate ;)

Necdilzor 2013-01-04 17:55

Does it work with the GOG version? If so, I'd like to help reporting bugs ;).

xesf 2013-01-04 18:08

Thanks for the help ;)

It should work, you will only need to emulate the CD image (GOG file) if you want the CD Tracks and FLA to be played.

I'm currently testing with the DotEmu version, but without the CD image emulation.

xesf 2013-01-09 23:10

Wow, the engine reached 61 downloads. That's really nice. Beeing in the first page made this boost.

Don't know if anyone notice but I'm been testing the engine by playing the game and found some new issues that are already reported. Some of them I've fixed, mostly related to dialogues and voices. You can check the last updates here: http://code.google.com/p/prequengine/source/list

Echomote 2013-01-09 23:56

2 Attachment(s)
just wondering, why do you use Google Code / svn instead of git?

I managed to compile it for Mac btw if anybody with a Mac wants to have a play with it. I had to strip out sound completely to compile it though, I couldn't get sdl_mixer on my machine :-/.

Compiled on 64bit Mountain Lion, no idea if it works on anything else. It's also a little laggy, actually pretty unplayable :p still fun trying to work out how to compile it though

xesf 2013-01-12 11:47

Quote:

Originally Posted by Echomote (Post 426729)
just wondering, why do you use Google Code / svn instead of git?

Less is more!!
The way SVN works just make everything easy. Git is too complex and doesn't give any advantage when you code alone. I can see Git been very useful in big teams and projects that can actually be forked a lot.

Quote:

Originally Posted by Echomote (Post 426729)
I managed to compile it for Mac btw if anybody with a Mac wants to have a play with it. I had to strip out sound completely to compile it though, I couldn't get sdl_mixer on my machine :-/.

Compiled on 64bit Mountain Lion, no idea if it works on anything else. It's also a little laggy, actually pretty unplayable :p still fun trying to work out how to compile it though

Yep, I did the first developments for Mac (x86) 1 year ago and the only thing that was missing was indeed the sound. I need to work better in this part, and do things differently to support other kind of sound systems like OpenAL instead of SDL_mixer.

The laggy is indeed quit annoying and I didn't manage yet to fix it. Blitting screens in Mac using software rendering is very slow. The machine itself have power to do it, but somehow the Quartz architecture doesn't like it. I will probably need to switch to openGL blitting instead.

LtDemolition 2013-01-17 20:21

Quote:

Originally Posted by alexfont (Post 427061)
Less is more!!
The way SVN works just make everything easy. Git is too complex and doesn't give any advantage when you code alone. I can see Git been very useful in big teams and projects that can actually be forked a lot.

Confirmed. I have experience with SVN and Git, Git totally made my project vanish once :(

xesf 2013-04-11 14:49

Been working on the next release of the project. It fixes important bugs left on the current version.

Its possible the project change its name since now it doesn't make any sense with Prequel project cancelled and Prequengine been more of reverse engineer then its initial goal. Was planning to merge Prequengine into TwinEngine and stick with twin-e as the same project. What you think?!
I'm still waiting yaz0rs response about this subject.

Also, would you like to avoid Wall Collisions in this engine like LbaWin does?

Polaris 2013-04-11 15:39

Wall collisions don't disturb me...

Necdilzor 2013-04-11 20:09

Maybe optional wall collision?

Hmm... what about a new name? Like " LBA1+ " or "Project Baldino". Heh, just what came to my mind ^^ I look forward for the next release, I'll have more time to test and report bugs. I really want to help :)

xesf 2013-04-11 21:12

Yes it was to be an optional value. For me it also doesn't disturb me. I actually like with it. I think LBA isn't the same without. But I was asking to see if other players really use it.

I will make a release sooner than. Its great to have your help testing the engine.

Battler 2013-04-11 21:30

To be honest, I always set up LBAWin so damage on collision with walls is disabled. Maybe it's because I played LBA 2 before LBA 1 and it set the standard for me, but still, I find getting hurt while running into walls terribly inconvenient.
I also always set up LBAWin so I can use W to perform Normal Mode Action in other modes, much like in LBA 2, and I'd love to see that in your engine too.

xesf 2013-04-11 22:04

I made W key on prequengine is always available. That key was really a great improvement in LBA2 and most LBA players will use it.

As for the wall collision I will setup a configuration flag under lba.cfg file for that.

Polaris 2013-04-11 22:36

With time, you learn to avoid walls.

xesf 2013-04-11 23:55

New version submitted on the news page. It should be up when Darkflame approve.

prequengine_v0.1.3_win32.zip

Necdilzor 2013-04-13 16:29

Great! Time to download!

Now that I really know how to mount the GOG version with music, I will have no problem with the setup :D


Btw, I always keep wall collision on in LBAWin. I also have the W key function on.


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