V3 Engine Release, August 2009
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Kildorf

Hey everyone. As I kept hinting in various places around the net, we've got a new release of the engine all ready and put together for you!




Get Verge 3.2 for Windows!
Get Verge 3.2 for Mac!






In addition, we took GREAT (read: minor) pains to update Sully to the new engine. Play through it all again!




Get the Windows Sully Chronicles!
Get the Mac Sully Chronicles!





I'll follow this post up with a post of the release notes. If anyone has any question about new features, etc, let us know!

Now, get out there and make some games!

Posted on 2009-08-03 17:21:30 (last edited on 2009-08-03 17:33:22)

Kildorf


Verge 3.2 (2009/08/01) Release Notes
------------------------------------------------------

* various speed ups, tweaks, and bugfixes
* maps don't have to be in the game root directory any more
* they still need to be somewhere underneath the root, and the
vsp, map, and lua/vc files all have to be in the same place
* no hard limit on number of sprites
* New config options
* logconsole / logconsole-normalstdout
* dumps log commands to stdout instead of v3.log
* window_x_res, window_y_res
* if your game is 320x240 but you want it windowed at
640x480 (effectively doubling the pixels)
* New globally available functions, vars
* printing stuff
* all Print* functions respect newlines as you would expect
* font subsets
* use \f# inside of a string that gets passed to
PrintString, PrintCenter, or PrintRight to switch
subset # (0 is the first one, and the default)
* IntExists, StrExists
* checks if the parameter is a name of an int or string in
the vc tables.
* GetInputKillSwitch, SetInputKillSwitch
* If the InputKillSwitch is 0, verge ignores all input, allowing
you to programatically manipulate the input vars.
* Triggers
* trigger.after_playermove (executes after
PlayerMove("..."); is done AND when
EntityMove(playerent,"...") is done)
* trigger.onEntityCollide (executes the usergen vc function
it contains the name of whenever any entity hits any
obstruction)
* event.tx and event.ty are the tile coodinates hit.
* event.entity is the entity who did the hitting.
* event.zone is the zone of the tile being struck, as long
as it was a tile obstruction being hit. Otherwise, -1.
* event.entity_hit is entity index of the entity being hit,
as long as it was an entity-on-entity collision.
Otherwise, -1.
* trigger.beforeEntityScript, trigger.afterEntityScript
* if trigger.beforeEntityScript is set to a vc function
name, that function will be called before any entity's
onActivate script is called.
* if trigger.afterEntityScript is set to a vc function name,
that function will be called after any entity's onActivate
script is called.
* both of these functions will have the proper event.tx,
event.ty, and event.entity values available to them, just
like the entity's onActivate script does.
* trigger.onStep, trigger.afterStep
* If they are set to the name of a vc script, said script
will fire everytime the player enters any new tile.
* GetSystemSaveDir("my_app_name")
* Get a place to save user data to
* Unpress(9) now unpresses all four buttons and all
directionals
* New Socket Stuff
* SocketByteCount() (peeks at the count of bytes
currently in the buffer)
* SetConnectionPort(port)
* SocketGetRaw(sock, len)
* SocketSendRaw(sock, msg)
* ListFilePattern() now works the same across platforms
* GetPlayer() returns the entity that is currently assigned as
the player
* Lua stuff
* all library functions are now in v3 table
* function names are case insensitive FOR THIS TABLE
ONLY
* getter/setter, other fancy things for classes
* see Overkill's vx for examples
* all boolean variables and functions use ACTUAL booleans
now
* garbage collection
* use v3.GCHandle(handle, 'destructorFunction')
* destructorFunction(handle) gets called when handle
goes out of scope
* VergeC stuff
* Dict functions DictContainsString and DictContains now
match documentation
* GetUserSystemVcFunctionByIndex(i)
* GetUserSystemVcFunctionCount()

Posted on 2009-08-03 17:22:04 (last edited on 2009-08-03 17:30:49)

resident

yay, New Verge!

Posted on 2009-08-03 17:56:58

Overkill

I updated the vx website finally, to use the build official release instead of the version from in-between Verge 3.1 and Verge 3.14.

So now you can happily use vx on Verge 3.2!

Working on updating the vx documentation to match the new features. But you can grab vx here: http://www.bananattack.com/vx/

Edit: A very, very, quick runthrough of the (optional) OOP system that comes with vx is explained a little here. I dunno how helpful it is yet. Just ran over the basic concepts. It was pretty rushed. But might be of some help. This class system is not necessary for anything you write, but it could be very handy if you like to keep the rest of your code clean and simple.

Edit 2 More documentation done. Things are more nicely categorized, and a few details that were previously undocumented are now explained. The vx.Sprite remains to-be-done, since there's a LOT of attributes and I forget what they all mean at this particular moment.

Posted on 2009-08-03 18:30:27 (last edited on 2009-08-03 23:58:24)

mcgrue

I always read "VX" as "vicks".

Posted on 2009-08-04 03:53:17

Overkill

As soon as you said that, all I could think about was VapoRub.

Posted on 2009-08-04 13:29:09

ErayMan

woa! I'm very excited about all this!
* window_x_res, window_y_res
* if your game is 320x240 but you want it windowed at
640x480 (effectively doubling the pixels)

Whoever coded this is my new hero! I needed this for a while. :)

I have a couple questions about this though.
It seems it is not working in fullscreen mode; if the game is 320x240 and I put 640x480 in window_x_res and y, if I put automax 1 in the verge.cfg it get fullscreened at 320x240. Is there a way to simply keep every pixels doubled, like in the window mode?

One other very minor thing, when the windows resize itself, it doesn't move itself back at the center of the screen; The window is then disapearing outside of the monitor (even more so on a 16:10 resolution)

Also, the new triggers are a blast :) Congrats everyone!

Posted on 2009-08-04 21:24:16

Kildorf

Quote:Originally posted by ErayMan

woa! I'm very excited about all this!
* window_x_res, window_y_res
* if your game is 320x240 but you want it windowed at
640x480 (effectively doubling the pixels)

Whoever coded this is my new hero! I needed this for a while. :)

I have a couple questions about this though.
It seems it is not working in fullscreen mode; if the game is 320x240 and I put 640x480 in window_x_res and y, if I put automax 1 in the verge.cfg it get fullscreened at 320x240. Is there a way to simply keep every pixels doubled, like in the window mode?

One other very minor thing, when the windows resize itself, it doesn't move itself back at the center of the screen; The window is then disapearing outside of the monitor (even more so on a 16:10 resolution)

Also, the new triggers are a blast :) Congrats everyone!


You've got Grue to thank for the window_res stuff and the trigger stuff.

Anyway, yes, automax sort of overrides the window resolution vars; it's going to be whatever your resolution is scaled up as far as it can go. Really the window resize stuff is kind of silly right now; I can't think of ANY reason why you would ever want the pixels to be anything but an integer multiple of their "real" size. This is on my list of stuff to look into for changing. Hopefully it won't be another two years before a new release. :)

And thanks for the heads up on the not-centering thing. I'm sure I've seen it in the past but I've never really noticed it.

Posted on 2009-08-05 12:07:22

Overkill

The sidebar was still linking to 2007 (and earlier) releases. I went in and fixed that by adding the proper "deprecations" to the old downloads.

Posted on 2009-08-05 23:11:34

mcgrue

Quote:Originally posted by Overkill

As soon as you said that, all I could think about was VapoRub.


My job here is done.

Posted on 2009-08-06 10:11:42

mcgrue

Quote:Originally posted by ErayMan

woa! I'm very excited about all this!
* window_x_res, window_y_res
* if your game is 320x240 but you want it windowed at
640x480 (effectively doubling the pixels)

Whoever coded this is my new hero! I needed this for a while. :)

I have a couple questions about this though.
It seems it is not working in fullscreen mode; if the game is 320x240 and I put 640x480 in window_x_res and y, if I put automax 1 in the verge.cfg it get fullscreened at 320x240. Is there a way to simply keep every pixels doubled, like in the window mode?

One other very minor thing, when the windows resize itself, it doesn't move itself back at the center of the screen; The window is then disapearing outside of the monitor (even more so on a 16:10 resolution)

Also, the new triggers are a blast :) Congrats everyone!


Hooray, I'm a hero!

Also, yeah, this is only for windowed mode. I was mainly trying to get windowed mode to be sane for people with modern resolutions. It seemed pointless for fullscereen since that's already fast due to hardware rescaling... although I guess you do loose the pixel perfect scaling for widescreen native monitor resolutions... Hm...

Posted on 2009-08-06 10:14:22

Kildorf

Quote:Originally posted by mcgrue

Also, yeah, this is only for windowed mode. I was mainly trying to get windowed mode to be sane for people with modern resolutions. It seemed pointless for fullscereen since that's already fast due to hardware rescaling... although I guess you do loose the pixel perfect scaling for widescreen native monitor resolutions... Hm...


Remember, automax is different than fullscreen, Grue... and the hardware rescaling only helps if you use a native res, but not if you're using like 300x300 or something.

I'd really like to see letterboxing for window resizing in Verge, the way Shiny does it.

Posted on 2009-08-07 06:48:55

ErayMan

Also, yeah, this is only for windowed mode. I was mainly trying to get windowed mode to be sane for people with modern resolutions. It seemed pointless for fullscereen since that's already fast due to hardware rescaling... although I guess you do loose the pixel perfect scaling for widescreen native monitor resolutions... Hm...
Well my problem is that my videocard (Geforce 8800 GT) does not support 320x240 anymore, so I can't run it full screen.
The best way for me would be to run the game 640x480 with verge doing the dirty works of upscaling everything so that it stills renders the same as 320x240.

Posted on 2009-08-09 14:28:22

Overkill

ErayMan: Are you sure you can't change that? My Geforce 7600 can switch that. I'm pretty sure that similar fixes exist for your card, since Nvidia likes to use the same control panel across different models from what I can tell.

You just have to go into the Nvidia control panel. Then open up Display >> Manage custom resolutions. Make sure you check "Allow modes not exposed by the display", and create some new resolutions!

It fixed my problems with fullscreen. Though 320x240 is stretched slightly on my 16:10 monitor (320x200 is fine, though).

Posted on 2009-08-09 14:37:09

ErayMan

Well I didn't know you could set custom resolutions! :)
I tried it but when I click on the "test mode" button, it seems to switch correctly to 320x240 but then says it cannot do it and revert back...

I think I read somewhere a while back that starting with the geforce 8 series, very low resolutions would stop being supported.

Besides, I can't ask everyone who tries my game to make a custom resolution hehe, or else no one would play ;)

Thanks for your support, guys!

Posted on 2009-08-11 19:51:38

resident

I've always liked the idea of setting an "internal" resolution as 320x240, and having the engine filter and rescale it to the chosen resolution of the end user, almost like an emulator. But it's not really a practical idea for a "modern" application, I guess. And there are many VERGE titles out there that already use resolutions that aren't supported by the US Department of Retrogaming

Posted on 2009-08-16 19:28:40


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