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Looks awesome! I was wondering if ya'll were taking a summer break, but it looks like you've been pretty busy! It kindof reminds me of Unity, especially once when ya'll set up a viewport window to see what the player sees. This looks like an engine you could create Escheron sequels or other tilemap games with. It fascinates me seeing what all goes into planning and programming a game. How do ya'll know what to include when programming a cutscene or map editor? Is there an online tutorial that you've been using as a guideline and then make it calculator/Escheron specific?
Quote from: coops on July 20, 2016, 10:22:16 pmLooks awesome! I was wondering if ya'll were taking a summer break, but it looks like you've been pretty busy! It kindof reminds me of Unity, especially once when ya'll set up a viewport window to see what the player sees. This looks like an engine you could create Escheron sequels or other tilemap games with. It fascinates me seeing what all goes into planning and programming a game. How do ya'll know what to include when programming a cutscene or map editor? Is there an online tutorial that you've been using as a guideline and then make it calculator/Escheron specific?This is indeed something I could use to help build other games with, tho in all honesty, I'm probably going to just teach the other people in the dev team how to use this so they can make all the cutscenes that won't require special ASM magic to accomplish.Aside from technical stuff answered by references or Stack Overflow, no tutorials were used in the creation of this project. Beyond PIL and Tkinter, all the project's logic was put together from scratch. The main things that are chosen to go into the editor are based on the following:1. What can Escheron already do with its cutscene script engine?2. What sort of interface looks like it would work?3. How to manage everything in a clear, concise and coherent manner?For (1) we have documentation that details exactly what is available for use. For (2), I thought a little bit about how CalcGS arranged things and I remembered some extremely fuzzy details about my experience with Macromedia Flash back some 15 years ago. Then I sketched some ideas on a sheet of paper, shared it with the dev team, and got some feedback. And we're still working on (3) based on the problems encountered in actually implementing scripts in Escheron and the overall reason why we needed the editor in the first place. That reason being that it's extremely difficult to have multiple sprite objects and the main cutscene run their own scripts independently from and concurrently with each other and still maintain some sort of cohesion.I was going to say something else but I forgot what it was. I spent far too long trying to figure out what I'm posting about and now I'm going to give up. There's a reason why Geekboy gives me cherries everyday. It's because my DETERMINATION is all out.
Escheron Cutscene Editor GUI does look great but just out of curiosity how old is the windows version?
I know someone's going to give me grief for this.
-- Manually code in the first few cutscenes and get people to test the game up to that point
If you want to track the progress of this rebuild, I do my best to make daily commits to this repository, even if it's "omg everything broke sadfaic".
It's been pretty long since the last update, but I just wanted to post my support; I looked through the source a little bit and it looks like progress is going good! I understand how much of a pain it is to rewrite a game engine, and then I understand I have to multiply that pain by 20 since you're dealing with ASM. If you have any progress to show, I'd love to see!