Development of Blake's 7 (was OASIS development)
Re: OASIS very very early alpha tech demo
Alright, did a quick test borrowing a graphic and throwing in some colors just to test things. I could edit the room, found a couple of bugs and one or two things I need to improve in the editor and also a bug in the engine in OASIS.
Appart from that, I have to re-build some graphics that accidentally are using black ink and colored paper instead of the other way round.
And I now have a good testbed to continue development. Here is an screenshot, but please beware it is not intended to be good looking, just useful. Oh, and ignore those ugly bands at either side of the picture: they will not be there in the final version (hopefully).
Appart from that, I have to re-build some graphics that accidentally are using black ink and colored paper instead of the other way round.
And I now have a good testbed to continue development. Here is an screenshot, but please beware it is not intended to be good looking, just useful. Oh, and ignore those ugly bands at either side of the picture: they will not be there in the final version (hopefully).
- coco.oric
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Re: OASIS very very early alpha tech demo
clap clap clap
nice pic
nice pic
coco.oric as DidierV, CEO Member
Historic owner of Oric, Apple II, Atari ST, Amiga
Historic owner of Oric, Apple II, Atari ST, Amiga
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Re: OASIS very very early alpha tech demo
Chema: you are just crazy
My Projects: Replic'Oric Project - StratoCumulus Project
Re: OASIS very very early alpha tech demo
Well, the pic is not mine. I just imported it and put some AIC colors for testing. It is the entrance of the Mansion in Maniac Mansión. It is good for aiding in implementing things such as zplanes, testing walkboxes and it also has stairs.
Was good for detecting small things to improve in the editor and spotting a couple of bugs in OASIS.
Was good for detecting small things to improve in the editor and spotting a couple of bugs in OASIS.
Re: OASIS very very early alpha tech demo
As if waiting for the latest Star Wars was not exciting enough, now we have this!
Wonderful!
Wonderful!
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Re: OASIS very very early alpha tech demo
Chema: so in 2 weeks Maniac Mansion is finished, 1 week after you will have IJAFOA finished, then Day of the tentacles, and to finish in a single game, the three Monkey Island, that's right ?
My Projects: Replic'Oric Project - StratoCumulus Project
Re: OASIS very very early alpha tech demo
Please add light pen support, this feature is just waiting for you
Re: OASIS very very early alpha tech demo
That would force him to seriously alter the graphics: Light pen does work by detecting light intensity, which means it will not react at all if you target a black of blue area.polluks wrote:Please add light pen support, this feature is just waiting for you
- ibisum
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Re: OASIS very very early alpha tech demo
Looks amazing .. although I was never a huge fan of these kind of point 'n click adventures, I'm sure looking forward to playing what you come up with on the Oric! Amazing times ..
Re: OASIS very very early alpha tech demo
For having worked with the light pen on real hardware, it actually didn't react (at all) on red colour. The rest was reacting (except black of course). I can't recall if blue was very handy though.Dbug wrote:That would force him to seriously alter the graphics: Light pen does work by detecting light intensity, which means it will not react at all if you target a black of blue area.polluks wrote:Please add light pen support, this feature is just waiting for you
And worse: it won't word on LCD screens...
Re: OASIS very very early alpha tech demo
Lightpen would not work well on this (as has been stated). However mouse and joysticks will be supported. I hope.
There are some times in which the development work produces little visible results even when relatively good advances are obtained. The last days I worked on routines to load a room from a resource, creating the local objects and setting everything up. I also worked on how objects are loaded into the game, how they are added to the drawing queue, adding extra flags and fields that were necessary.
And I also included some basic routines that alter how a new room is displayed (with some kind of curtain effect, left to right or right to left to begin with).
Some code reorganization and bug solving later I have a new version of the engine which is 1K larger and inits the game as expected: loading script 0 and running it. From this script the first room is loaded, displayed, the camera is panned and then set to follow the Ego, which is set as Object 0 (boy). Changing the ego is easy and let the player manage other characters if the designer wants.
You'll see I also improved the scrolling in this video:
https://youtu.be/8X57xr6rnGk
I have some routes to follow from here now, but each one has its own obstacle. I need to start working on the full script language, but that implies working on a kind of compiler or writing test code will be a nightmare. I also need to work on the way to include masks for that elements that shall be drawn in front of the characters (such as the fence of the house if the user walks near the windows). This means adding a way to edit these masks in the editor and also a way to do the actual masking, which is not something trivial to do efficiently and supporting scans which have been set in INVERSE mode. I also need to start working on loading things from disk, but that is even more difficult, and needs some careful designing...
So many things to do yet, but progressing adequately
There are some times in which the development work produces little visible results even when relatively good advances are obtained. The last days I worked on routines to load a room from a resource, creating the local objects and setting everything up. I also worked on how objects are loaded into the game, how they are added to the drawing queue, adding extra flags and fields that were necessary.
And I also included some basic routines that alter how a new room is displayed (with some kind of curtain effect, left to right or right to left to begin with).
Some code reorganization and bug solving later I have a new version of the engine which is 1K larger and inits the game as expected: loading script 0 and running it. From this script the first room is loaded, displayed, the camera is panned and then set to follow the Ego, which is set as Object 0 (boy). Changing the ego is easy and let the player manage other characters if the designer wants.
You'll see I also improved the scrolling in this video:
https://youtu.be/8X57xr6rnGk
I have some routes to follow from here now, but each one has its own obstacle. I need to start working on the full script language, but that implies working on a kind of compiler or writing test code will be a nightmare. I also need to work on the way to include masks for that elements that shall be drawn in front of the characters (such as the fence of the house if the user walks near the windows). This means adding a way to edit these masks in the editor and also a way to do the actual masking, which is not something trivial to do efficiently and supporting scans which have been set in INVERSE mode. I also need to start working on loading things from disk, but that is even more difficult, and needs some careful designing...
So many things to do yet, but progressing adequately
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Re: OASIS very very early alpha tech demo
I now know for sure that Maniac Mansion will be ported to the Oric
My Projects: Replic'Oric Project - StratoCumulus Project
Re: OASIS very very early alpha tech demo
Very cool! With little imagination this large scroll can be Oric's 360deg Streetview .
- Hialmar
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Re: OASIS very very early alpha tech demo
Dammit. You, sir, are a genious for sure !
I can't wait to play with this, and maybe write a game myself using your tools.
I can't wait to play with this, and maybe write a game myself using your tools.