New v3 beta (04.04.04 build) + Sully Packin!!!
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mcgrue

That's right! we've finally pushed out a new dev package and added a short but familiar packin demo for you folks.

The Dev Package includes:


  • The newest official build of V3
  • The first public release of Maped3 (requires the .NET runtimes to use)
  • The first public release of Packed (also requires .NET)
  • The current build of CHRMAK (the utility to make .chr files)
  • A very very important (if brief) README.TXT


The packin demo reinstates the time-honored tradition of releasing a new VERGE build with a modified version of The Sully Chronicles. However, this is a very short clip of the original game, mainly constructed by vecna for feature debugging during various builds, and later augmented slightly by me. It's main use is to show off a demonstration of zones/entities/maps and vc working together to make a game.

Please feel free to open up the maps in maped, tinker with the vc, and so forth. This build was released so that ya'll can start tinkering with the full suite in it's prototype state.

Also note that this is not the packin that Hahn and I have been working our bottoms off on. That branch of the Sully Chonicles tree (Sully Chronicles Complete) will not be released until the first non-beta version of v3 is released.

Furthermore:

The first official VERGE Compo is now started



For the first time in VERGE's history, verge-rpg.com itself will be hosting a compo event. This will be the first of many, and by far the most loosly defined. However, it's for a good cause (being giving the dev tools and current build an excessive shakedown), so regardless of skill, all of VERGEdev would appreciate it if you joined in!

The contest runs from present through next Sunday (April 11) to 11:59 PM, EST. That's a full week to make a small game. The rules for this competition are listed here.

And most importantly...


Please give feedback!!!


This is a early, early beta release. We need your bug reports. We need your rigorous testing. Please, if you consider yourself a VERGEr, if you consider yourself a lover of classic games, an artist, a poet, or a human.... please use VERGE, and then give us feedback and bug reports.

Posted on 2004-04-05 07:36:54 (last edited on 2004-04-05 09:14:54)

fatdork

Holy moly! i almost crap my pants... oops! too late...
i'm gonna download now! lookout, world. >:)

Posted on 2004-04-05 08:53:36

Tatzen

If it wasn't apparent, there was a later released devset to fix a dumb bug in maped. If you can't create a new map, download the new pack.

Posted on 2004-04-05 10:17:18

blues_zodiakos

I thought the packin was going to be pretty useless because I've played the original, but there were quite a few neato vc things in there! I REALLY like the transitions, they were cool. The text box was pretty neat too. :D

That, and "Me sage, me need scripty!" made my day.

Posted on 2004-04-05 10:18:10

RageCage

w00t V3 is going to change the gaming community once again! Unfortunately this came out at the worst possible time because my life is the most hectic =/

are all those new .dll files needed?

Posted on 2004-04-05 12:54:31 (last edited on 2004-04-05 13:07:42)

vecna

theyre needed for the TOOLS.

the engine continues to only need fmod.dll.

Posted on 2004-04-05 13:26:00

Troupe

So you're going to force me to download that .net crap on my 56k! Ouch! Actually I'll probably just force Rage to do it and burn everything for me.

And yay! V3 at long last!

Posted on 2004-04-05 14:15:07

rpgking

Wow. It actually was released over the weekend :P Anyways, I'll see if I can find any bugs.

Posted on 2004-04-05 15:12:07 (last edited on 2004-04-05 15:16:35)

~Ratgash

Wohoo, now let's all dance naked on a field of flowers and sing happy songs!

Erm...

The new Maped kicks ass! Finally all the tools are easily available.

Sully crashes when I enter the undersea though. :( I'm running it on Win98... However, if I skip that part and enter the undersea again from the overworld, it works fine.

Posted on 2004-04-05 18:45:46

Omni

This is really awesome stuff! I'm looking forward to trying it out...

Whenever I get done with my English research. Stupid school.

Posted on 2004-04-05 18:48:07

vecna

Ratgash - could you check your verge.log and see if theres something in there about WARNING: 15bpp blitters something something? I can't really think of anything that would crash in undersea tho...

As for 'actually' releasing it this time... yeah, I meant what I said about releasing this weekend, because we decided we just needed to pick a cutoff date and release it then. Things are in a 'workable' state, and theres no reason why we shouldnt let some people begin work on projects while we polish. I do apologize about the delay tho - the entire universe conspired against me coding this last, oh, MONTH.

Posted on 2004-04-05 19:21:15

nimrand

So I take it that TileEd does not work in this version, or am I just doing something wrong?

Posted on 2004-04-05 19:43:47

athocreft

Vecna:

I tested this on win98 also and it crashes for me too when I leave the island and enter the undersea passage. It works fine when I change the map-changing effect from TBLACK to TNONE. (I had to change this for both going from and to the island.) The weird thing about this though, is that TBLACK works everywhere else. :P

[EDIT: Also, I checked v3.log and it doesn't say anything about 15bpp blitters.]

I hope this helps.

- Creft

Posted on 2004-04-05 19:51:13 (last edited on 2004-04-05 19:59:01)

~Ratgash

There are no such warnings or anything unusual in my v3.log either. I tested the same mapswitch in the overworld, and it works just fine and I can get to the beginning of the undersea normally, but it won't work if it's in the island.map. Changing it to TNONE, however, works for me too.

Also, the game freezes in the first event in cottage.map if I walk directly up at the start. After Crystal has asked "What exactly are you implying, Darin?" and he walks back from the right, he stops just before he reaches Crystal and should start to speak. And then I have to reboot. If I take one step left before entering the event, it works fine.

So far everything else works great.

Posted on 2004-04-05 20:12:50 (last edited on 2004-04-05 20:24:57)

athocreft

This sounds like a really ugly bug.

Everything else in the game works for me though.

(Aside from dexter disappearing if you get him before you see the flashback.)

Posted on 2004-04-05 20:18:30

anonymous

It froze in the middle of the transition to Bumsville from Test.map. I haven't tested it again, but I could look into it.

Posted on 2004-04-05 20:45:18

Overkill

That was me.

Posted on 2004-04-05 20:47:24

vecna

I'm going to TRY a VMWARE win98 install and see if I can duplicate any of these crashes.

If I can get it to crash on a machine with a debugger, then fixing it will be easy. But as it just doesnt crash for me, there's not much I can do at this point.

Anyway, keep reporting any problems you find, thanks!

Posted on 2004-04-05 20:51:58

mcgrue

vec, just as a heads up, Hypno and Zara both had the same crash trying to enter the Undersea Passage. They both are on 98, I believe (I know Hypno was), and Hypno had nothing in his v3.log, and the most debug info he had was a register dump (ew).

Posted on 2004-04-05 20:57:35

Overkill

Would it be possible to make a version of MapEd that fits in 800x600 res? I mean, I can't seem to find any scroll bars that let you go down the side bar.

- Screenshot (bmp)

Posted on 2004-04-05 21:26:51


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