Gigas Engine 0.7.5


uhuh, basically what Deleted User said, you'll be able to activate music, change volume levels etc via hotspots.

in cutscenes however you'll be able to specify exactly when they cut in and cut out so you can get the audio in time with whats on screen.

on another note, went for a job interview today and got the job :) start a trial period tomorrow.. doesn't mean i'll work anyless on gigas, but im just chuffed i got it so thought i'd bring it up :D
 
LOL, its a little man waving his hands in the air to celebrate... but i suspect you knew that already, and just wanted an excuse to say.. ya know...









vagina
 
Hey pirotic. Will gigas run eventually at the native 133mhz? I think I heard before that it ran at 140 I may be wrong.
 
Do you plan on changing the amount of frames for the movement of characters in 0.7.5 (In the earlier versions Chrono's feet moving looked kind of awkward)?
 
Azure, i upgraded it from 4 frames to 6 frames some time ago - not sure if thats what you ment tho, might just be a lame animation ;)

gigas isnt over-clocked - it runs at 133mhz, the Native GP32 clock speed is 40mhz.
 
Are you going to have Gigas Engine support tile walking even when out of battle (Like the snes FF games, where you walk on invisible tiles)?
 
Are you going to have Gigas Rngine support tile walking even when out of battle (Like the snes FF games, where you walk on invisible tiles)?
hiya, sorry bit thats confused me a little :p

tile walking will be supported, ala Pokemon - but you'll be limited to select turn-based fighting only, as real time fighting would be a right pain in the ass with tile based walking, lol.
 
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Are you going to have Gigas Rngine support tile walking even when out of battle (Like the snes FF games, where you walk on invisible tiles)?
hiya, sorry bit thats confused me a little :p

tile walking will be supported, ala Pokemon - but you'll be limited to select turn-based fighting only, as real time fighting would be a right pain in the ass with tile based walking, lol.
yeah realtime fighting would be silly with a tile based engine...
 
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Are you going to have Gigas Rngine support tile walking even when out of battle (Like the snes FF games, where you walk on invisible tiles)?
hiya, sorry bit thats confused me a little :p

tile walking will be supported, ala Pokemon - but you'll be limited to select turn-based fighting only, as real time fighting would be a right pain in the ass with tile based walking, lol.
I'm talking about the movement. In the SNES FF games, if you tap left once, you would move to the left one tile, if you tap right once, you will move to the right once. So, you could always get back to the same spot anytime. A game that doesn't use this "tile" thing during movement is Secret of Mana, where you have more freedom to move, but you can't always get back to the same spot.
 
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uhuh, thats what i call 'pokemon style' :) sorry for the confusion.

gigas will support both secret of mana, and pokemon style movement.
 
Oh, so will there be an option or something for it in the menu? BTW, I'm talking about out of battle movement.
 
*pirotic scratchs his head*

uhuh you'll get an option when creating the game under game settings.

im a bit puzzled, so you want pokemon style walking during battles? :p how would that work.. lol
 
I think he wants it like that for Turn Based RPGs coz it works better because u can get into an exact spot

if its a Real Time RPG, it wont work well at all, so the other way is used

I think thats what he meant
 
ahh, i see the confusion - turn based isnt like final fantasy tactics, by turn based i mean the standard final fantasy fighting style, where you have a 'action' bar which builds up, when it fills you can issue a command 'attack/spell/item' etc ;)
 
What happened to the editor on the pc? is it still getting made or is it just going to be made on the gp?

anyhow heres a few ideas for you
the ability to get other charecters on your team following you or for battles like final fantasy.
avi support for movies & cutscenes.

also what music types will be supported by gigas (mp3,wav,midi)
 
What happened to the editor on the pc? is it still getting made or is it just going to be made on the gp?

anyhow heres a few ideas for you
the ability to get other charecters on your team following you or for battles like final fantasy.
avi support for movies & cutscenes.

also what music types will be supported by gigas (mp3,wav,midi)
Hiya, the bodyguard AI will make an entity follow you about until its death (or you teleport off somewhere) - im going to code proper team-mates in at some point tho (who you can revive, equip and who stay with you all the time).

the PC editor will be done once the GP32 editor is finished, otherwise if i had the two editors in development at once, if i changed one thing i'd have to then change it two times (on for each editor) - where as if i get the GP32 one finished, it'll make developing the PC editor alot easier as i know exactly whats needed from it.

avi support for movies/cutscenes is something i'll look into, GPcinema shows its possible but i'd have to find some open source or some good documentation to write my own reader/renderer.

as for sound, see above ^ .. midi will be difficult on GP32 has it has no built in instruments, wav should be easy, and mp3 and ogg is something i'll def look into.

i realise it needs sound, so i'll have to find a way somehow :) mp3/wav and ogg are the main 3 i'd like to try and support.
 
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