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PostPosted: Sun Dec 13, 2009 5:53 pm 
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Joined: Tue May 26, 2009 10:54 pm
Posts: 14
Hello guys,

Prequengine project wasn't forgot at all, but I know I don't make any change on it since 1 year ago. I've been more active when got the time in new ScummVM Sanitarium project.

Anyway, I made some commits today which fix the bug about processing Actors animation in scene. The commits won't be available now since I'm moving the project from SF.net to GoogleCode.

I don't know about the merge between ResidualVM since it will need a lot of effort and also GL skills I don't have right now, but I'm planning to refactor the code as best as possible to be easy to be port or merge under ResidualVM. Who knows someone on this project could actually do it later.

I may continue the work on the project few by few in the next months and try to get something more playable. I will still stick with the initial idea, which is to code from scratch but based on TwinEngine project.

Hope I give good news.
Best regards,


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PostPosted: Wed Dec 23, 2009 6:58 pm 
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Joined: Sun Dec 13, 2009 11:30 am
Posts: 3
Location: France
The development of Twin-Engine is going great! A lot of bugs have been corrected, the game is nearly totally playable now; there's just a few fatal bugs left (I mean, except drawing or timing problems). I'll maybe make a release soon.

For Prequengine, goes well too, since alexfont works a lot on it; lots of things have been added, like animations, behavior menu, musics, and the start of the collisions.


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PostPosted: Thu Dec 24, 2009 8:33 am 
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Joined: Sun Apr 19, 2009 5:15 pm
Posts: 82
nice to hear that :)


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PostPosted: Thu Dec 24, 2009 9:25 am 
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Joined: Fri May 08, 2009 2:25 pm
Posts: 56
It's great to hear that the engines are progressing relatively quickly! :D


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PostPosted: Fri Dec 25, 2009 1:45 pm 
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Joined: Mon May 04, 2009 8:06 am
Posts: 66
Is this going to be a part of residual or are you planning on making your own project?

Would be great to have ResidualVM expand a bit:) I was never really into LBA but great effort guys. I hope you are making as much progress as this on Asylum too.


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PostPosted: Fri Dec 25, 2009 9:17 pm 
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Joined: Sun Dec 13, 2009 11:30 am
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Location: France
I'm cleaning up Twin-Engine's code, Alexfont is adding features to Prequengine; then, when it'll be possible, we'll merge both projects, and then, I think, we'll add it has an engine for ResidualVM ;) For now, Twin-Engine is not enough modular and Prequengine not enough usable to make an engine.
About Asylum, it continues to progress for the scene management, but not a lot, since we (Alexfont and me) are mostly working on the LBA engines.


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PostPosted: Sat Dec 26, 2009 1:49 pm 
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Joined: Mon May 04, 2009 8:06 am
Posts: 66
Right, thanks for the prompt reply and good luck in your continued work:) you are doing a great job.


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PostPosted: Sun Dec 27, 2009 2:09 pm 
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Joined: Tue May 26, 2009 10:54 pm
Posts: 14
For now, Prequengine is getting a different way from TwinEngine. In the past weeks I improve a lot Prequengine code, fixing some old bugs and add some new features to start make the game playable. Also did a lot of refactoring this days specially for a future port to ResidualVM. Still, there is a lot to be done in this aspect, for example the endieness of the game.

As a status process, I'm now currently making collision system. Collisions with other actors/characters are done, but still got problems in collisions with bricks(scenario).
As soon as I fix those issues in collisions, I'm planning to start working on LBA script and give life to each scene.

I think the project did a great jump in the last week since the previous dead time, and I hope I could improve it in the same way in the next weeks as well.

The project is now hosted at http://prequengine.googlecode.com


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PostPosted: Tue Jan 26, 2010 10:08 am 
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Joined: Tue May 26, 2009 10:54 pm
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Prequengine reach now the playable status.

There's still a lot things to implement from original game but the game should be playable till the end.
I released a windows version for now, hoping to get some feedback from beta testers.

I'll continue working in the engine and fixing the known bugs.


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PostPosted: Tue Jan 26, 2010 6:03 pm 
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Joined: Fri May 08, 2009 2:25 pm
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alexfont wrote:
Prequengine reach now the playable status.

There's still a lot things to implement from original game but the game should be playable till the end.
I released a windows version for now, hoping to get some feedback from beta testers.

I'll continue working in the engine and fixing the known bugs.
Thats great news! :D I am beta testing it at the moment.

I see that it uses CDDA tracks at the moment. Will mp3 be supported in the future, or is it already supported?

EDIT: I have reported a bug that I found.


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PostPosted: Wed Jan 27, 2010 10:48 am 
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Joined: Tue May 26, 2009 10:54 pm
Posts: 14
Thanks for the support Graxer, its very useful at this stage of the project.

The MP3/OGG feature is already implemented. Since I did this package very fast (due to few free time the last days) I didn't include the proper libraries for ogg and mp3 use.
Anyway, for now, only CD Tracks and midi can be replaced by those formats. Voc samples aren't yet done.

In lba.cfg file, you have some new options you can set. There you will find the Music ones.

For midis: you should have midi files in HQR format with mp3/ogg files inside names midi_mi_win_mp3.hqr, midi_mi_win_ogg.hqr
For CD Tracks: you need to have a "music" folder where inside you have all tracks in the formats named for example 1.mp3, 3.mp3, 8.ogg


I need to make a proper readme to include along with the package


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PostPosted: Sun Oct 23, 2011 9:43 pm 
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Joined: Fri May 08, 2009 2:25 pm
Posts: 56
I can't really add anything about the engine, but I thought some of the people here may be interested to know that both Little Big Adventure games are now available at Good Old Games.

http://www.gog.com/en/gamecard/little_big_adventure
http://www.gog.com/en/gamecard/little_big_adventure_2

I especially recommend the second to those who aren't familiar with the series!

Also, is any further information about the possible inclusion of this engine in ResidualVM?


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PostPosted: Wed Apr 23, 2014 1:28 am 
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Joined: Tue Dec 31, 2013 6:01 am
Posts: 16
Bump/check in.

Is LBA support 'officially' being added? Just curious.

Found this: http://forum.magicball.net/showthread.php?t=17156
and
https://github.com/klusark/twin


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PostPosted: Wed Apr 23, 2014 9:47 pm 
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ResidualVM Developer

Joined: Tue Mar 27, 2012 11:12 pm
Posts: 23
hooby3dfx wrote:
Bump/check in.

Is LBA support 'officially' being added? Just curious.

Found this: http://forum.magicball.net/showthread.php?t=17156
and
https://github.com/klusark/twin


I've been slowly working on it. If I eventually make a working engine I'll try to get it merged.


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PostPosted: Mon Sep 08, 2014 4:16 pm 
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Joined: Fri May 08, 2009 2:25 pm
Posts: 56
klusark wrote:
hooby3dfx wrote:
Bump/check in.

Is LBA support 'officially' being added? Just curious.

Found this: http://forum.magicball.net/showthread.php?t=17156
and
https://github.com/klusark/twin


I've been slowly working on it. If I eventually make a working engine I'll try to get it merged.

This is excellent news! I would love to play the LBA games in their original forms on portable devices.


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