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You are welcome, if I can help you in any way I will.

Thank you for your kind help with this, I'm looking for your next update then.

I hope that you will extend this tweak to all mods while it will be complete, they will all benefit from it I think as I encountered the same issue with Carribean Tales and City of Abandonned Ships.

I have other "technical" ideas to try / suggest like AZERTY keyboard detection and Controler Support but one thing after another. Also as you have already ported the engine to DirectX 9 do you also think to somehow continue and port it to newer DirectX versions ?

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All of our current tasks, including the battle damage/health bars are now scaled.

I did apply the rescaling to COAS, GOF 1.2, GOF 2.0, GOF 2.5 and ERAS 2.  I have not yet done POTC or CT, though I will probably do them soon.

Awhile back, I did merge together some of the XBOX controller code that I found into both the ERAS scripts and the Maelstrom Engine.  I did some brief testing and if you are playing ERAS, and it detects an XBOX controller, on the options page, you can toggle an option to use the controller.  However, it is only partially supported right now, in a "testing" phase.  I wanted the ERAS original dev and my collaborator, known as MK to test it, but he has not yet done so.  Right now, if the XBOX controller option is enabled, only some of the Sea commands are mapped and so far, they look like they work; I wanted MK to decide what controller buttons/triggers should map to the available Land, Sea, WorldMap commands.  So right now, it only partially works.  If you want to take charge of making those decisions, that would be great...there are just too many available commands, so only a smaller subset of the controller buttons/triggers can be used and the rest of them would still have to remain on the keyboard.  For instance, the "hotkeys" for player loading balls/grapes/knippels/bombs are 1,2,3,4 and all fleet ships loading the same are 5,6,7,8, plus all the navigation, plus all the sail commands, launching battle interface menu, telescope/spyglass, camera movement/rotation, etc....just too many for the few controller buttons.  The way I envision this can happen is only if keyboard, mouse and controller are used together, with the controller being mapped to the most common controls.  So that is how the current dev for XBOX controllers works right now where it can respond to the keyboard, mouse and XBOX inputs all at the same time.  Not sure if this is desirable, so it remains a tentative development until I get feedback from someone that tries it and suggests/recommends modifications to make it workable.

Edit to add:  It does not work with PS4 controllers (they have completely different input)...I downloaded an opensource C++ library for converting PS4 input to act like XBOX input, because the original engine was designed only for XBOX, but I have not yet tried it or figured out how to incorporate it yet.

As for DirectX upgrades...I wanted to port to DX11 at the least, but I am not a graphics programmer; I know C++, but I do business integration/accounting type programming.  When I first started this, I read through upgrade instructions for porting DX8 to DX9 and it was relatively simple because DX8 and DX9 are so similar that you didn't really need much understanding of the graphic principles.  However, when DX10 was introduced, they removed "flexible vertex format" (FVF) idea from their library and also removed "vertex lock/update".  The engine heavily uses both of those concepts and they would have to all be changed to a newer method and that requires understanding better how it all works and also requires writing individual shaders for all the current parts that use FVF "pipeline" during the replacement; I don't understand enough about the graphics to do this and I also don't have the time necessary because I do this solo and have a regular job.  So it is very unlikely I will ever be able to upgrade past DX9 by myself.

At this point, it might be best if you start engaging on Discord because it is a little easier for me to respond because the Itch forum format does not always notify me of new replies and it also not a very intuitive format for keeping track of current discussions...I saw your name briefly over there, but you want AWOL when I was about to PM you :)