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Messages posté(e)s par Karis
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Good idea but, generally speaking, characters have several hitboxes to ensure precision.
A character who's close from the front will generally have 5 hitboxes (head, torso, both arms, legs) where a character who's far only 1.
For example bottles, in the tutorial each have 2 hitboxes: one for the neck and one for the rest.
Bottles doesn't move but characters do and it might be difficult with those close guys.
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Il y a 15 heures, mazinger4life a dit :
Hey Karis je discutais avec scott sur un le genre light gun games et il a dit c'est tres facile a faire avec singe si on comprends bien le langague LUA,l,algebre etc ,j'aimerais savoir ce que tu penses de ca ,si c'est fesable pour toi si oui pourrais tu donner un un fichier exemple comme BLANk pour situer les developpeurs ex changer les nombres dans le script par rapport au video choisi .
Ben la difficulté pour ce type de jeu c'est surtout les Hitbox.
Frame par frame il faut définir des carrés qui sont les zones où il faut toucher. Ce n'est pas difficile en soit, mais excessivement long.
Par exemple dans Mad Dog, le niveau de a banque seul représente 2000 lignes à calculer une par une. Et faut pas se tromper.
Il y a 8 heures, GodElite a dit :@Karis Not sure if it helps, but here's some BD13 guides (walkthrough and death guide):
https://gamefaqs.gamespot.com/3do/584317-brain-dead-13/faqs/15299
https://gamefaqs.gamespot.com/3do/584317-brain-dead-13/faqs/65190
https://www.theworldofcdi.com/cd-i_encyclopedia/brain-dead-13-tips/
Please everybody, let's help any way possible to preserve this game remastered in 4K in SINGE!
Thx
Il y a 12 heures, xxOToTOxx a dit :A mess in what sense, surely it's the same order as the original source CD-i disk material?
Probably Yes. I mean the order is quite erratic anyway
Il y a 12 heures, xxOToTOxx a dit :Or is the video just jumbled badly originally and hard to follow ? i.e. blame the original video devs......
Yes, hard to follow. That said they had physical constraints we have not (i mean they had to read a physical thing, so they probably needed some sequences close to each other).
Il y a 12 heures, xxOToTOxx a dit :I guess it would be a great help to have the original game source so see the frame skips sigh.....
I will find a way.
Il y a 12 heures, xxOToTOxx a dit :I think the base issue with gun games is detecting what a **hit** is.
Exactly.
2 ways :
- Detecting a Box
- Detecting a color (better with anime style but works with ActionMax too)
Il y a 12 heures, xxOToTOxx a dit :If like ActionMax you can register a hit by the color of a pixel in a video frame then fairly straightforward, i.e. detect a while flashing circle is visible, and active, at the point of trigger pull at the gun co-ordinates.
I answered too fast
Il y a 12 heures, xxOToTOxx a dit :If the video doesn't have such artefacts, and is based on an **area** within a specific group of frames (ala MadDog), then you need to manually create 'hitboxes' within frame slots. A laborious time consuming task to say the least, hat off to RDG for all the original gun games.
Yeah, the guy is either crazy or he had access to those hitboxes at some point.
Il y a 12 heures, xxOToTOxx a dit :Correct me if I am wrong here guys.
You are totally right.
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Le 18/08/2022 à 01:54, xxOToTOxx a dit :
Hey @Karis, good to see you around again.
So, Karis is busy, but we have all these new developers eager to create games. So who is going to volunteer to tackle Brain Dead 13 ?
All the video has been AI cleaned up and ready to grab from here:
Who is willing to take up the challenge ? Create something many people are waiting for?
I began the analysis and cut (not reasonnable). This video is a mess
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il y a 27 minutes, BLADESCATER a dit :
Mais le zéro correspond à quoi après skip normalement la mort or je ne vois pas de mort avec le numéro 0 dans son code ?
move[1] = {23, 1177, SKIP, 0}
En fait pour SKIP c'est inutile puisqu'on ne meurt pas quoiqu'on fasse, donc n'importe quel chiffre va.
Mais voici les règles "avancées" de mort pour les autres moves (tout est dans le manuel):
- Si tu met 0 alors il va jouer une mort aléatoire parmi les morts (utilisé dans Sucker Punch)
- Si tu met -1 alors tu rends le move "optionnel", le joueur ne mourra pas s'il ne le fait pas (il y a quelques moves comme ça dans DL, par exemple quand Dirk s'avance sur le pont). Cela fonctionne en général pour les jeux sans input visuel (flèches), c'est un move "récompense morale".
- Si tu met -2 alors tu rends le move "optionnel", le joueur ne mourra pas s'il ne le fait pas et en plus il scorera (l'ascenseur de DL, plus tu attends, plus tu scores) .
Il est assez complet ce foutu programme
Et avec les actions complexes comme PATH, YESNO, WAY et WAYOUT tu peux faire des choses très complexes (SA est un bon exemple).
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Il y a 5 heures, BLADESCATER a dit :
try change this line
move[1] = {23, 1177, SKIP, 0}
to this
move[1] = {23, 1177, SKIP, 1}
Non c'était dû à une ligne plus haut (la définition de son niveau 1 incluait une intro trop longue qui bypassait dans les coups.)
Level[1] = {"Un nuevo aventurero", 8043,22102, 4, 0, 0, -1}
Ici le 22102 était l'erreur. Ce chiffre ne représente pas la fin de niveau, mais la fin de l'intro de niveau.
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il y a 10 minutes, voskom a dit :
In the Graphic options menu in the first item the only options that appear to me are Clear and None. I've selected Clear.
When finish the level an the game only show the intro video. I'll try when I have 2 levels to see how it works.
If you've got only one level that's normal yes, because the program switch to victory instead of Level Clear.
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Il y a 1 heure, voskom a dit :
thanks karis, that was the problem. now the code would look like this:
Level[1] = {"Un nuevo aventurero", 8043,9220, 4, 0, 0, -1} function setupMoves(thisLevel, thisScene) if thisLevel == 1 then if thisScene == 1 then sceneStart = 1177 sceneEnd = 2809 totalMoves = 6 move[1] = {1283, 1301, UP, 1}
Another cuestion, after finish the level clear level video or victory video should be viewed?
frameVictory = offsetMenus +3 -- Frame for the picture shown when the game is completed.
offsetClear = 75722 -- Positions of the video after clearing a level (can be a single frame).
offsetClearend = 75842at finish the level and the game no video is displayed, it's my code:
First let's be sure of this.
When you want a level clear you also need to tell it in the game options menu.
I don't remember what is the default but probably "clear" is not in it.
So in the menu (9) you go to the second page (right) this is "graphic options". The first item is "Extra menus". Here you define which video you show (get ready/Level Clear/ Extra Death and all combinations). You need to set it to "Level Clear". Your choice is saved when you exit so you don't need to make it each time of course.
Note that some choice might not be available depending on what you typed on your code (the program will swap any choice if the lenght is too short).
Can you check this ?
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il y a 50 minutes, xxOToTOxx a dit :
You would do an excellent job bud, but it's not a small task. I was hoping to stir up interest in all this new game development talent coming along...
I hope to have an end of the year like last year. Al those crazy releases, it was fun.
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il y a 46 minutes, xxOToTOxx a dit :
Hey @Karis, good to see you around again.
So, Karis is busy, but we have all these new developers eager to create games. So who is going to volunteer to tackle Brain Dead 13 ?
All the video has been AI cleaned up and ready to grab from here:
Who is willing to take up the challenge ? Create something many people are waiting for?
I really would like to take it !!!
But...
It's probably do-able now with PATH, WAY and WAYOUT but quite a task. What would help would be to have a detailed walkthough.
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il y a 9 minutes, sduensin a dit :
Aren't YOU a developer? 🤪
Oh yes he is
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il y a 2 minutes, mazinger4life a dit :
Karis quand un jour tu verras le fmv martial arts tu seras éblouis 😃
Mais j'espère bien
Pour répondre à une autre de tes questions oui j'ai un autre jeu fini à 70%, mais je manque trop de temps. Fin d'année j'espère
Vieux dessin animé classique, pas trop difficile cette fois
Il y a 2 heures, BLADESCATER a dit :YA UNE MEILLEUR FACON DE REDIGER POUR LES MOUVEMENTS FAIRE COMME CELA ET PLUS BESOIN DE COMPTER ET DE NUMEROTER LES MOUVEMENTS
EXEMPLE DE CODE
GRACE A CELA TU PEU INSERER LES NOUVEAUX MOUVEMENTS SANS TE SOUCIER DE RENOMMER LES AUTRES TU PEUX AUSSI EN SUPRIMER SANS TE SOUCIER DU RESTE
if thisLevel == 1 then
if thisScene == 1 then
sceneStart = 117
sceneEnd = 1743
n = 1
move[n] = {169, 185, MULTI, 1, LEFT, 3}; n=n+1
move[n] = {342, 352, DOWNRIGHT, 1};
move[n] = {448, 458, UP, 1}; n=n+1
move[n] = {468, 478, DOWN, 1}; n=n+1
move[n] = {579, 589, UPRIGHT, 1}; n=n+1
totalMoves = n-1 -- totalMoves = est deplacer a la fin des mouvements et est toujours = n-1 quelque soit le nombres de mouvements
endC'est vrai que ça marchherai oui. C'est un peu matheux pour beaucoup mais c'est ok
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Il y a 5 heures, voskom a dit :
Hi, I'm trying to create an FMV game with singe 2, but I've run into a problem.
In the 1st scene of my level, I have a SKIP as the first movement, if I let the sequence pass without pressing any button, the video continues but the SKIP!!! image continues appearing and no button responds anymore and the Overlay images of the other movements are not shown either.
If I press a button to skip the scene it is played again from the beginning, then it works correctly.I've more SKIP movements at the scene all works fine.
Level[1] = {"Un nuevo aventurero", 8043,22102, 4, 0, 0, -1} ---------------------------------------------------------------------------------------------- -- 4. Lista de movimientos para cada nivel, por escena (StartFrame, EndFrame, MOVE, Death#) -- ---------------------------------------------------------------------------------------------- function setupMoves(thisLevel, thisScene) if thisLevel == 1 then if thisScene == 1 then sceneStart = 0 sceneEnd = 2809 totalMoves = 6 move[1] = {23, 1177, SKIP, 0} move[2] = {1283, 1301, UP, 1} move[3] = {1755, 1771, RIGHT, 1} move[4] = {1854, 1870, BUTTON1, 1} move[5] = {1953, 1969, DOWN, 1} move[6] = {2010, 2026, DOWNRIGHT, 1}
Sorry by my bad english
In fact you're not supposed to begin with SKIP as a first move, because the program has another way to do this. It should work but it's normal if it doesn't work here.
The problem is above:
Level[1] = {"Un nuevo aventurero", 8043,9220, 4, 0, 0, -1}
The bold number above is NOT the end of the level. It is the end of the intro of the level
By entering 22102 the program wil play the intro between 8043 et 22102, thus ignoring the moves. 9220 is the correct figure to include your skip at the beginning of the level and then you can begin the move list with UP
If you press he will skip and then you will have the moves. So you SKIP as move 1 is not repsponsible, but anyway, each level has an included SKIP.
So try it my way.
il y a 1 minute, mazinger4life a dit :Dans certaines situations ou il serait impossible de faire 3 lignes du meme movement a cause de la limitation du temps donc c'est la que le multi vaut son pesant d'or 😃
Oui c'est un bon exemple
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Il y a 3 heures, BLADESCATER a dit :
peux tu donner un exemple de commande pour MULTI ET LOOP
exemple pour
DOUBLE move[1] = {95, 115, DOUBLE, 1}
MULTI move[2] = {169, 185, MULTI, 1, LEFT, 3} ici faire 3 fois gauche entre les framess 169 et 185 en cas d échec vous verrez la séquence de mort numéro 1 noter que pour multi la mort n est pas place au même endroit que pour les autre mouvements
LEFT peut être changer par les autres commandes exemple BUTTON1 , BUTTON2, UP, DOWN ............
LOOP ??????????????????????????
MULTI c'est exactement ça oui
en 1 le début du move
en 2 la fin du move
en 3 le type de MOVE (MULTI)
en 4 la mort si échec
en 5 sur quelle touche on fait MULTI
en 6 le nombre de fois
move[2] = {169, 185, MULTI, 1, LEFT, 3}
icii c'est bien 3 fois à gauche
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Il y a 12 heures, mazinger4life a dit :
Yes tout marche mais j,ai remarque les png des loops etaient pas dans mon dossier overlay de ton update de hier je pense que il y a truc avec mega,mais en tout cas ca marche maintenant.juste un petit detail ,peut tu mettre les png des loops en Hi res ou bien agrandir parce que on dirait cest la version lowre ils paraissent petit a lecran sur un jeu en 1080p en tout cas bon travail
Cool au moins, mais MEGA est zarb parfois oui
Je regarderai pour les agrandir oui
Il y a 2 heures, BLADESCATER a dit :peux tu donner un exemple de commande pour MULTI ET LOOP
exemple pour
DOUBLE move[1] = {95, 115, DOUBLE, 1}
MULTI move[2] = {169, 185, MULTI, 1, LEFT, 3} ici faire 3 fois gauche entre les framess 169 et 185 en cas d échec vous verrez la séquence de mort numéro 1 noter que pour multi la mort n est pas place au même endroit que pour les autre mouvements
LEFT peut être changer par les autres commandes exemple BUTTON1 , BUTTON2, UP, DOWN ............
LOOP ??????????????????????????
En fait si: la mort est en position 4 toujours.
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Il y a 7 heures, mazinger4life a dit :
Les nouveaux moves tel que loopright et loopleft ne fonctionne toujours pas,mais double marche bien.
Ah une nouvelle recherche à faire. Ils fonctionnent ici. Quel est le comportement du jeu ?
Et MULTI ? Au passage MULTI est bien mieux que DOUBLE
Edit j'ai fait des tests dans une config rechargé. Tout semble fonctionner (MULTI et LOOP).
Ne pas oublier que pour loop il faut:
-La commande dip_HoldtoLoop = 0 en fin de fichier game.cfg et default.cfg (normalement ils y sont mais peuvent avoir été effacés par une version 3.31 du programme). Cette commande, accessible par le menu options un peu comme pour celle de run, permet de remplacer le LOOP par un HOLD pour les gens qui jouent au clavier (même si le LOOP est jouable au clavier, c'est tricky)
-Un PNG pour LOOPLEFT et LOOPRIGHT (ils sont dans le blank) a mettre dans Overlay:
https://mega.nz/file/BfozgB4R#iHAB8ygG-Lc9tHBtqHhyhk7TEDtqLGmlD8O7iqe-Rcc
https://mega.nz/file/1TB1XAjQ#3qrEGAYer2GPEFEFyMGHmhtcccO5Navwz3p43RxalUI
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il y a une heure, mazinger4life a dit :
Send me your working singe folder with the essential files minus the game
With your update in the blank files it says
PROGRAM NAME: BLANK
VERSION: 3.3
AUTHOR: KARIS (2021)This file is part of BLANK
in the game script
is it correct
move[1] = {216, 228, DOUBLE, 1}
Ok maybe i found something. There was a problem with the globals file on Mega (i don't know why but those problems already occured in the past).
So try this Script : https://mega.nz/folder/gWJmhbKJ#8t645GkjK8w-uHzu_Wu87w
I also corrected the big link: https://mega.nz/folder/gfgHEYCA#RC4_1yJT7IAhI9YC5fMEnQ
It should correct the problem.
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Il y a 3 heures, mazinger4life a dit :
i download the update today in emuline and download again altered carbon so what could possibly wrong
Really don't know. Maybe i don't have the right Singe exe ?
Where did you took it ?
Also what is the behavior ?
Could you capture pics of your folder ?
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Il y a 2 heures, mazinger4life a dit :
Karis tell me in altered carbon at the beginning in the bathroom if the double work for you.
Yes it works.
No problem at all
Are you in 3.32 ? Is your script in Singe/Script ?
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Le 12/08/2022 à 03:13, drewjbs a dit :
Hmm.. In the meantime I will try to download a couple updated games and try to run from existing setup.. then maybe try a new clean install and see what happens.
I think that's the best way yes. Games on Kangaroo (at least mine) are not up to date i think. All the links on the first page are 3.32 (last version)
So, for a clean install this link : https://mega.nz/folder/gfgHEYCA#RC4_1yJT7IAhI9YC5fMEnQ
Note that i also renamed the menu;bat to frontend.bat in order to avoid overlapping with Scott's menu.
And then each game link (from the first page of the thread. Try one and tell me if it works (note that gun games are different, not unified, so please try something else)
You will have all the things i added (Survivor Mode, Percent Mode, Life Bar Mode). New moves and updated Options Menu for all games.
I there's any problem, i will figure it with Scott.
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Le 12/08/2022 à 03:48, drewjbs a dit :
Ok so I made some progress. The games in question for me is Elder Scrolls and Oeil Pour Oeil. I got both to startup, Elder Scroll seems to be working as I played the first couple of minutes. Oeil Pour starts but crashes after the intro screen. Hoping this can be figured out.
I changed this line in both games' singe file (ex. the-elder-scrolls.singe)
dofile("KarisFramework/Script/globals.singe")
Since I already have the frameworks in the default location, I changed it back to the following
dofile("./Singe/Script/globals.singe")
I then downloaded the latest Hayate from Kangeroo site, the singe file also points to a KarisFramework folder. So putting the KarisFramework folder in the root of singe the game loads up as it should. So in conclusion if you have older sets of these games it uses the default location for the dofile tag.
The updated games reference a KarisFramework folder instead, which can be downloaded from the site.
The files on Kangaroo are, to my knowledge not up to date.
My script has changed a lot of things (new gaming modes, new moves, new features) and those features are not included.
Also most imporrtant :script is the same for all the games now and is normaly located in Singe/Script
All the games call globals from here and then global calls all the other files in Singe/Script
So normally you should have this : https://mega.nz/folder/gWJmhbKJ#8t645GkjK8w-uHzu_Wu87w in Singe/Script and there is no reason it should not work.
If you want to check versions. main should be 3.32a and the rest 3.32.
il y a 11 minutes, mazinger4life a dit :When ready to have a look of my martial arts game 😄 let me know.We could make a good one like altered carbon.
I would love it. Not sure i have time now. More like end of year (like last year) when the job is less demanding.
Le 11/08/2022 à 20:25, Spaced Ace a dit :Which games do you have working? I have Dragon's Lair 1 & 2, Space Ace, Cliff Hanger and Time Gal working. Every other game I have installed will not work.
It should work if you install this (last Singe exe from Scott + my script in 3.32, manual, blank files, bat... eveything is at the right place)
https://mega.nz/folder/gfgHEYCA#RC4_1yJT7IAhI9YC5fMEnQ
And then download the links on the first page (which are all 3.32) for the games. Each game directory has just to be placed inside the Directory above.
Since version 3, all the games use exactly the same script and benefit from all the features (new gaming modes, advanced menus,...)
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Il y a 3 heures, mazinger4life a dit :
Welcome back Karis,for me and a another user double moves dont work and also loopright loopleft move dont work.
Also i want to have your opinion about move frame between 10 and 15(dragon lair use 15 frame i think) but for a martial arts fmv is 10 frame is good or to short? cuz with 10 frame for a movement in kung fu fmv it make more sense ,more dynamic since the action is very rapid ,dragon lair 15 or 20 frame movement for a martial arts fmv its not the same tell me your opinion about this.
If your a fan of martial arts fmv ,you might like my upcoming game 😃
Yeah i don't understand why it's not working. I've taken the new singe.exe from Scott and installed it, and everything works perferct (including DOUBLE).
I've contacted Scott and am waiting for an answer. I need more information to figure the problem.
Also i need to understand the karisframework story. I've made a diff between the framework generated by the singe.exe and mine and there's only one slight difference (not important).
I suspect the problem has something to do with the controls.cfg. Or maybe.
Are you in 3.32 ? (open any file in Singe/Script to check this)
And just to be sure, where is the new singe.exe (maybe i took an old one) ?
About the 10 frames, i'd say it's quick but still ok in 23,976 fps but a bit short in 29,97 fps (especially if difficulty is set hiigher than normal because it removes frames)
I used as low as 8 frames in some cases but it's exceptionnal. Not frequent. That said, we don't pay for playing anymore so people can afford a bit more difficulty i think.
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Hello i'm back. Sorry but the real job was demanding, plus vacations. apparently i've got some things to read.
I can't remember changing the framework though.
EDIT after checking closely my framework, i only found 1 minor difference with the actual one in line 429. This is only a value (and i don't remember changint it) so it shouldn't cause any problem. Don't understand the problem.
Probably we need to discuss we Scott to align starts a bit
It's nice to have Scott here by the way
So can someone update me with the actual situation ? I downloaded the new singe and tried it and everything seems to work fine here (including double moves). I probably missed something
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Le 28/05/2022 à 00:50, GodElite a dit :
Any new upcoming Arcade Laser games? Been itching for some QTE action!
I've got one to finish anyday. Need to find some time.
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Il y a 5 heures, lordzor a dit :
Sorry still no luck here. I updated the main.singe with the replacement and played the game up to around 100000 points on normal. No extra lives at all. I do not see a addons.singe script anywhere so maybe that is the issue. Was that part of the latest singe download from page 1?
Update: I found the addons.singe file in the DL2E directory and it appears to be correct to me.
function startConf()
SCOREMOVE = 500
SCOREITEM = 4500
BUFFITEM = 1000
BUFFITMOVE = 50if dip_Difficulty == 0 or dip_Difficulty == 1 then
EXTRALIFE = 50000elseif dip_Difficulty == 2 then
EXTRALIFE = 70000
elseif dip_Difficulty == 3 then
EXTRALIFE = 100000
end
iNbItems = 0
Obj = {false, false, false, false, false, false, false, false, false, false, false}
endI checked the game.cfg file and dip_Difficulty = 0 is set. But still no extra life at 50000.
Any ideas?
As you guessed addons is per game. It allows me to add special rules for one game without affecting the other.
First let's check your download (cause sometimes there are problems with Mega).
On the first lines of main.singe you should read 3.32a
Second i'll say maybe the conditions:
To earn an additional life, there are several conditions :
- Scoring more than required (ok, you've got this one)
- Game Type : Normal (probably, you'vee got this one too). Logical because we don't want to award extra lives in Life bar mode (at least not this way) Percent or Survivor mode.
- At least one life lost (maybe the problem is there): you can't (at least for now) have more life than the starting value.
So if you start with 5 lives, do not die and score 50000, nothing happens. That's how it was designed because in some games, the bonus is calculated with lost lives and having more life at the end than at the start might cause troubles.
If you want to test this fast, change the 50000 value in the file you showed above to 5000 (or even less), lose a life early and then score 5000: you will hear a special sound and your life should come back (or at least it woks here).
Please Let me know.
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[SINGE 2] New LD Engine + Games (3.32 update + DLIIe surprise)
dans ARCADE PC DUMP LOADER
Posté(e)
Actually, there is no tutorial for the Gun games. They are converted one by one because they were all made differently (with variants).
As the hitbox is still an issue for now, i did not created a generic engine to manage Gun Games. Of course if there is hope i will think about it.
For your knowledge, all the HD versions of ALG were done using maths. In order to keep the hitbox as they were (cause there are thousands of hitboxes per game) i use the original 360*240 hitboxes and convert them in realtime to the resolution of the game.
The formula is based on a central symmetry and includes the slight zoom i generally apply to remove the tiny black lines. A bit crazy but this is really precise.