gearleaf

Two New Projects

Shamus

I have been stalling out in my attempts to move forward with the compiler. It's frustrating and messy and I've been having little energy for it lately. So, I decided to shift my focus onto something more fun for now.

When I decided to put Geas on hiatus for a while, I mentioned I was going to work on some shorter projects. VCLua turned out to be the first one, but it took quite a bit longer than I anticipated (which is silly, I should have been less oblivious to the size of the task, but anyway). Really though, what I meant was small games.

So, I decided I would finally work on the game that's been brewing in my head for a while now: "Courage". It is related to Geas: it's going to fill in the backstory for Omen. Omen is in Journey to Black Mountain, and stars as Kiel's useless stupid friend. In Geas, he is a great-sword fighter working as a soldier in the ranks of the Mar Knights, and squired to Sir Athwin, one of the Knights' most prodigious soldiers and Captain of the Watch. That's a pretty big jump, and the story of what happened in the five intervening years is pretty important to Omen as a character, but I was mostly going to just handle it through dialogue and cutscenes during Geas. (Geas opens with Kiel and Tanessa embarking on a trip to visit Omen in Mar City.)

When I decided I needed a smaller game to work on though, I felt that I still wanted to do an RPG. This helps me solidify systems and build up a library of useful code for Geas. I like the idea of fleshing out the backstory of the various characters in Geas, and I felt that the gap between Omen from Black Mountain and the Omen in Geas was kind of odd if you don't have the whole story, so this felt like a natural choice. It's going to run from the point that Omen leaves Shoda's Brook (heroically running away in the middle of the night while telling no one but Kiel) through the point that he becomes Athwin's squire. This is the formative time for his "transformation", so it's the important bit.

Anyway, I set off to get started and hit a big snag: Maped3 wouldn't run on my computer. I upgraded to Windows 7 last year and, while I'd heard that people had problems with ME3 in Vista, I didn't think they existed in 7. I was wrong, it turns out! (Edit: But not really. See the comments on this post.)

So my other new project, which is going to take front-and-center for the time being, is called "Lichen", and it's a map editor that I'm writing within the Verge engine. I'm taking a lot of cues from Maped2 since Grue won't shut up stop waxing poetic about it. I've been meaning to do this for some time anyway since it will mean we finally have a working map editor for any platform that supports the Verge runtime.

I've only gotten a few evenings or so into it, but here's what it's looking like so far.





Lichen is not terribly functional at the moment, but if you want to play around with it for the moment, go check it out on github: https://github.com/speveril/lichen. If you have any requests, suggestions, whatever, let me know.

Re: Two New Projects

Andrew G. Crowell
Contrary to popular belief, maped3 does work on Windows 7 and Vista 64-bit edition, you just need to download the most recent version (August 2010 or build from the source in github). For some reason the downloads section doesn't link to the most recent build and instead directs to a 2007 build. But also read this thread: http://verge-rpg.com/help/maped-wont-run-on-win7/2/ and possibly a few other spots I remember posting this about. It never did get a news post, that was my fault -- I was kind of hoping to get some feedback from the community before I released it and the new build of maped, and then eventually got busy, and forgot, and other excuses. It really really needs to get released, along with a new release of the Verge 3.2 version that has fullscreen support -- somebody please remind me.

That being said, I agree that we could use a better (and for that matter, cross-platform) map editor. I just thought that the matter of "not working on Win7" should be cleared up.

Re: Two New Projects

Shamus
To be fair, you're right. I was a little hand-wavey in my post there (I'll go fix that in a minute). What I meant was the last official release.

Thing is though, I checked out the git repo and couldn't find a compiled version of Maped, nor could I actually get the source to compile -- I think it may be a matter of me using Visual Studio 2010. Not sure though, it claims to have upgraded the solution just fine. Anyway, it can't talk to zlib.

Anyway anyway, I figured that if I was going to spend time figuring out how to get Maped working, I may as well take a quick stab at trying to build one in Verge. The first little while went well so I figured I'd continue.

Re: Two New Projects

Andrew G. Crowell
Argh, yeah, that's the problem. VS2010 finally removes support for certain a kind of managed C++ thing that the zlib wrapper uses. VS2008 supports it, if you enable a legacy flag, and 2005 supports it just fine. I used 2008 to compile Verge related stuff so far, and haven't bothered installing 2010 yet.

So if we want to compile on VS2010, we probably need to rewrite the usage of zlib for some C# version of it instead. I agree this is a little bit much.

But yeah, I'm excited for Lichen! It already looks quite nice. But I have to wonder how you will be able get around editing a map once it has a startup script -- since you probably need a startup event to launch the editor. I'm guessing a few engine flags is mainly what this needs.

Re: Two New Projects

Shamus
Actually, Overkill, for part of my VCLua work I ended up adding "HookMapLoad" (can't remember the exact name atm). It works like HookRetrace; instead of the map's startup script it just calls what you pass it instead! So I'm all good to go there. (Since you can now get v3.curmap.startupscript (or whatever I called that one) you can just call it directly if you want.)

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