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TIGSource ForumsCommunityDevLogsSUPER_ALCHEMIST - Sci-Fi Fairytale RPG
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Author Topic: SUPER_ALCHEMIST - Sci-Fi Fairytale RPG  (Read 4791 times)
Sixmorphugus
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« Reply #20 on: June 01, 2016, 03:40:14 AM »

After a lot of fiddling around, the engine is running on linux:
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Sixmorphugus
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« Reply #21 on: June 02, 2016, 03:48:53 AM »

What could this be?




« Last Edit: June 03, 2016, 04:41:36 AM by Chrisbot6 » Logged

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« Reply #22 on: June 05, 2016, 03:44:31 PM »

what are you using to make this game?
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Sixmorphugus
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« Reply #23 on: June 06, 2016, 04:50:14 AM »

what are you using to make this game?
This library: http://www.sfml-dev.org/
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« Reply #24 on: June 10, 2016, 09:16:27 AM »

Lighting is working!



« Last Edit: June 11, 2016, 05:55:16 AM by Chrisbot6 » Logged

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« Reply #25 on: June 27, 2016, 02:18:00 AM »

Alright, now is as good a time as any to get a bit more specific.

The screenshots I showed you before are me prototyping the game's block programming language. Why does the game have a block programming language? Because that's the core concept.

At first, It'll work like this:
- Hit Q to freeze time.
- From here you can select several objects.
- Then you write a spell to act on those several objects.
- Then you press Q again and the code you wrote is executed in front of you.

Later, it'll work like this:
- At a savepoint, you can edit the spells stored in any gun you are carrying.
- Spells can also be bound to you, hearts in the health bar, objects etc.

I don't have any images of this in action yet. This is a progressing concept. I've started adding it in more detail but I'll probably need to upload a video to youtube to show it properly.

In other news, we have a new tileset:
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Sixmorphugus
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« Reply #26 on: July 01, 2016, 07:15:06 AM »

Quick question: If you can create another game window and draw other things in it, is your scripting engine too powerful?  Cheesy


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« Reply #27 on: October 18, 2016, 05:36:42 PM »

Aaaand we're back!

I've built a level editor outside the game with wxWidgets. It doesn't work on linux yet, but should soon.
Here's a test level:


Lovely!

The entire engine is in a DLL file now, meaning other applications can "include" the library and headers and expand upon it. This is how the editor works - and why the base game doesn't require all of the wxWidgets dll files.



I had to do some pretty intense restructuring to make this happen. Things like the main menu, options, save files and the object system have been overhauled and that's still happening. As a result, visual scripting is still in fundamentally the same state as before but CAN affect the game world now.

I'll update again once I have something to show you to do with that.
« Last Edit: October 18, 2016, 05:45:43 PM by Chrisbot6 » Logged

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