Monday, June 26, 2017

Kingdom - Day 15

Another milestone has been reached! After only 15 days of development, the engine contains now the complete hardcoded logic of the DOS version. We still have to compare it to the DOS Demo version, and we expect differences of course... but still, it's an important milestone for this little project :)

The map input has been implemented too, which means the game is now somewhat playable without videos and sound. Yes, it's a bit annoying for a FMV game, but we're working on that :P

Expect more news soon, with new screenshots this time!

Tuesday, June 20, 2017

Another milestone reached

The past week has been spent on stabilizing the current code (on my side) and on contributing a patch to ffpmeg so it handles correctly the previously undocumented opcodes we encountered (that's for TMM). I also spent some energy on the user input, which is composed of several large hardcoded logic functions. After a couple of fixes this morning, a step has been reached: the game starts (no video player nor sound yet).

Main Menu:

First screen of the game:

Hopefully we'll have soon another milestone to announce! :)

Tuesday, June 13, 2017

After spending the last year (Yeek!) on the GSoC and on the cleanup of DungeonMaster, Lost Eden and the epic Plumbers Don't Wear Ties!, I'm now busy on a Top Sikrit project with TMM. TMM badly wanted to work on a FMV game engine, and I had (what a surprise) suggestions... :)

During the past two weeks, TMM made wonders on undocumented opcodes of the MVE format and I spent this time on the hardcoded logic, because I'm masochist :) In order to give an idea of the progress so far, I have reversed the logic group 1, 2 and 4 (out of 4).

We started an engine in a currently private branch a couple of days ago, and I even managed to fix my first bug in the common code (which I usually don't touch to avoid a disaster), in the IFF decoder :)

So the first screen of the game is now showing properly!

Don't ask me which game it is, I won't tell it. It's Top-Sikrit.

Sunday, May 18, 2014

All good things must come to an end...

It was fun, it was long... but it's behind us now: the hardcoded logic of Rex Nebular is complete!
Now a far less fun part: polishing, and adding missing bits at engine level. And hopefully, get more testers than for the games we previously added! :)

If you want to help [md5], dreammaster and I: Grab your original, and start testing the game!

Stay tuned for more details in the upcoming weeks!

Rex Nebular and the Cosmic Gender Bender DOS Getting in touch with your feminine side I see...

Tuesday, April 15, 2014

Misc progress...

Since my last post, Dreammaster and I achieved the following feats:
- Add support to Mortevielle DOS, without speech but with a unique English translation and an improved German translation. I thought that a student could work on adding a speech to text library during the Google Summer of Code, but my idea didn't attract any student, so I guess it'll stay like it is currently for the moment.

- Add support for Return to Ringworld. The game is currently in good shape. Eriktorbjorn and L0ngcat found a couple of glitches, several of which being engine bugs, and the card game still has a known broken case, but it's more or less complete. In short, we need more testers.

- Complete the Voyeur engine, which currently only supports the DOS version. I'd love to look deeper in the CDi version (and if I'm completely desperate at the MAC version) but I'm currently spending all my free time on the hardcoded logic of Rex Nebular. At this point we need testers for Voyeur, as only Dreammaster and I played through the game so far.

- Make fuliginous progress on MADS engine and more precisely on Rex Nebular. Without a doubt, I'll finish to reimplement the hardcoded logic of the first group of scenes within the next 24 hours. Based on what we currently see, it would mean that 15-20% of the game logic will be done at this point. Dreammaster on his side is using this hardcoded logic to fix the core engine, and it's working pretty well that way!

I keep my fingers crossed so that Dreammaster and I manage to keep the same pace for the next months, it would mean we would have something robust before the end of the year... It's exciting and addictive! :)

And of course, we need testers!

Monday, August 19, 2013

Back to another rotting game!

Last weekend, I managed to fix what I wanted to be done as soon as possible in Mortevielle:
- Fix the German verbs
- Reorder the English verbs, then fix them
- Fix a couple of glitches in the Action menu

As a result the game is now playable in French and German, as well as in English.
Raziel^ tested the game on AmigaOS, and he (almost) finished the game. He encountered an assert in the end of game sequence. I need to test it myself in order to determine if it's some BE issue, or if it's reproducible in the French version, etc. At least everything looks fine on a BE system so far, which is really good news. Raziel^ also came to the conclusion that the original German translation is terrible, and that we should let the user decide if he wants to play an "Original German" version, or a "Improved German translation" version. He is considering working on the translation himself, so there may be more news on this front soon.

My urge to fix things in Mortevielle is hiding something more exciting: After more than a year of sleep, Return to Ringworld is back to business, thanks for the commitment of Dreammaster who finally got enough time to work on the remaining issues in TsAGE Core engine those last 2 months. It seems it's now time for us to fix the gigantic hardcoded logic of the game... Fun fun fun :)

So, that's more proof that: that is not dead which can eternal lie! (Yet with strange aeons even death may die) ;)

Sunday, August 11, 2013

Sound in Mortevielle!

Quick follow-up of last post: the sounds are there!

Thanks to the help of some more experienced developers (including, but not limited to, clone2727, fuzzie and SylvainTV), I managed to implement the right amount of code so that the ambient SFX and the misc sounds are played, but not the speech. \o/

The console is still spitting warning messages about missing or unexpected things, so there's still some work on that topic, but it's already satisfying :)

Criezy started to polish the English translation. If you have some time, please don't hesitate to join the effort :)