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Started by Atrius, 30, October, 2008, 02:50:00 PM

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weckar


Aile~♥

Unfortunately, I don't know my programming languages. Is Delphi actually convertible? :FalconPunch:
[sprite=16, 6, 0]:P[/sprite]

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

[spoiler=epic mindscrew][/spoiler]

weckar

Okat, I did some reasearch, but anyone (especially Atrius   ) is free to correct me, because I'm not the best at checking my sources:

Core engine was written in GML (also known as G-Script), a language with a standard exportation through a program called Game Maker. When exporting the code is converted to Delphi, an object driven deviation of Pascal: A core, non-convertable language.
the DLLs on the other hand are C-based. therefore those SHOULD be convertable but would require a rewrite of the core engine to be used.

In short, much more work that it's worth...

Aile~♥

Ok so then if you exported it properly you could tell Game Maker to export it to a Mac-compatible language? Or is there any other program that could open Game Maker files and convert them to a Mac-friendly language?  

P.S. Actually GML means Game Maker Language, does it not? In that case, is there anything else that understands GML?
[sprite=16, 6, 0]:P[/sprite]

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

[spoiler=epic mindscrew][/spoiler]

Atrius (He/They)

No, no, yes, and sort of, but it's just a Game Maker clone.
[sprite=220,4,0]I'm shaking my head in general disapproval of everything[/sprite]

Aile~♥

oh. What a shame.  I was really hoping there was something that could be done easily, rather than having to hack Game Maker... Though hacking Game Maker could be quite interesting.

P.S. So the Game Maker clone can't translate it either? Oh well. Whatever. I'll see if Google can prove you wrong  
[sprite=16, 6, 0]:P[/sprite]

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

[spoiler=epic mindscrew][/spoiler]

Rolina

On a related note... What language is golden sun itself in?  Or rather, I should say... What language does it appear to be written in?  Are there patterns in the code that resemble a formatting structure similar to C Series, Java, or some other coding language?  Or can that not be found out just from looking at the code itself?

Drick9

When do you think we can expect to be able to change which sprite is used for the party members (in battle and on the field)

Atrius (He/They)

In-battle, perhaps soon.  Outside of battle, still a little way away.
[sprite=220,4,0]I'm shaking my head in general disapproval of everything[/sprite]

Holy

Quote from: Atrius on 09, June, 2009, 07:14:00 PMIn-battle, perhaps soon.  Outside of battle, still a little way away.
Quote from: Atrius on 09, June, 2009, 07:14:00 PMIn-battle, perhaps soon.  Outside of battle, still a little way away.
But Atrius changing sprites outside of the battle is easier (at least for me) :


Salanewt

I think Atrius means by changing them in the game so they stay different for good, not for using gameshark or action replay codes to control different characters.

:MercurySet:
Have a nice day.
Oh yeah baby, £ me harder.

MaxiPower

What aspect of you editor have you been working on since your return?

Atrius (He/They)

None yet, setting my computer back up, and getting all of my programs installed is taking a long time >_<...

I should be able to start working on it again this weekend maybe.  The logical thing to do would be to continue trying to fix the repointer so that text editing works properly.
[sprite=220,4,0]I'm shaking my head in general disapproval of everything[/sprite]

Salanewt

Good luck. It looks like you are going to be very busy, with your computer and programs and everything.

Have a nice day.
:MercurySet:  
Oh yeah baby, £ me harder.

Drick9

I got a few questions...

When the text editor rolls around will it allow you to change the names of classes, items and abilities?

Will filling in the blank item/class/ability slots with custom ones cause any problems?

Do attacks work in any way that would allow palette swapping on them (IE: making fireball use true collide's pallete)

This post has been edited by Drick9 on Jun 21 2009, 07:37 AM

Salanewt

I like the editor, and I do know that it is incomplete, but I was wondering...

Will it be possible to edit minigames or their rewards? I was thinking about having the Lash Pebble as a reward from the Lemurian Spring. I was also wondering if there will be a shop editor in a later version...

Thank you in advance.

Have a nice day.
:MercurySet:  
Oh yeah baby, £ me harder.

Rolina

So, Atrius, got any screenshots of the stuff you've been doing?  Or, short of that, what kind of features or updates can we expect in the 0.3 version?

Atrius (He/They)

I don't really have any screen shots right now.

The big new feature of course is text editing.  In the process of getting it working, I've also started laying the groundwork for making everything else that's compressed editable, but text is the only one planned for V0.3 so far.

Letsee... What else... I've fixed several errors that were reported.  I'm experimenting with an animated .gif exporter for the sprite viewer, which is still giving me a bit of trouble.  And there's one other somewhat big one I'd rather not talk about right now.
[sprite=220,4,0]I'm shaking my head in general disapproval of everything[/sprite]

Charon

I'm excited as always, Atrius. Just try not to rush it. :3

Zach

Remember, the longer it take, the better it'll be (usually)