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justin123

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Everything posted by justin123

  1. It runs as I expected. The problem with the loop lies with the layer switching method I'm using at the moment that allows for multiple layers rather than just having a low layer and a high layer. Corkscrews is next on my to-do list after I fix the platform bugs, like the bridge for example. As far as the rest of the level, where you fell through is where I stopped mapping collision masks. I only mapped enough to implement basic features and to sort of get a feel of how the rest of the level will be laid out (as you see layering is incorrect). The next version will have most of these bugs fixed.
  2. Sorry, I just realized that was the wrong link. Click it again Here's the link: Click Here
  3. You need to update the visual c runtime library as well. Windows update usually does this for you. Here's the link: Click Here
  4. Oh no, not another update! I fixed a few minor bugs in this new version. you will notice that the layering is incorrect when you use a loop. I have to remap those sections correctly.
  5. I've uploaded another test build, this time with updated physics! There are still a few bugs with platform objects etc, but I'll get around to fixing those soon. The DirectX 9 renderer is set to default in this version, but feel free to switch to the OpenGL renderer (renderer=1) if you wish to do so, they run just about at the same speed for me. I don't know if anyone is still interested in this project, but maybe soon I'll have a stable version of the SADE Editor ready to keep you guys interested. There are still some random bugs to fix and missing features to implement before I feel comfortable releasing the thing. But anyways, stay tuned and let me know what you guys think. SADE_Test_5.zip
  6. It's been a few months since my last engine test. I've uploaded yet another, this time focusing on improving the underlying engine, not the Sonic engine running on top of it. I've fixed the OpenGL renderer in this build and it's enabled in the config file. Let me know if there any graphical issues with it. It would help me out a bunch if you guys were to post your Graphics Card specs and frame rate because I'm not sure which version of OpenGL your card may support, but SDL chooses the highest version supported. My Dell Inspiron N5050 Laptop: Intel Sandy Bridge Core i3 2.3ghz Intel HD Integrated Graphics 3000 (OpenGL 3.0) FPS: 160 - 200 MY Custom Desktop Build: AMD Phenom X4 965 BE @ 3.4ghz AMD Radeon HD 7870 2GB (OpenGL 4.1) FPS: constant 60 (assuming the drivers limit OpenGL frame rate) I'm not sure how it will behave with versions of OpenGL lower than 3.0 so feedback will be much appreciated. Lastly, you may experience a crash while starting up the game. This is not a bug in my engine, believe it or not, but the result of fixing a bug in my editor where two resources got the same ID number. To fix this would require starting the sonic engine over from a fresh project (which I'm too lazy to do). Just re-run it and it should start up. EDIT: Silently updated the config file. It had a incorrect path to the game data.
  7. Or technically speaking, Sonic does not have to be moving at a constant minimal speed. You can lock Sonic's running animation, give him a constant horizontal force to push him back to one side and draw a repeating floor and background and move it as if it would when Sonic is running at a certain speed. That way you eliminate huge jumps in position. It's almost as if he's running on a treadmill.
  8. Here's a vid of me recreating the small bug. http://www.youtube.com/watch?v=wYJmwFcE3HY&feature=youtu.be Was the camera zoomed out like that the whole time? The camera is supposed to be set at a resolution of 320x240, but the video says otherwise. Neither my Radeon HD 7800 nor my crappy Intel HD Graphics 4000 does that. Even though the bridge is not supposed to do that, you wouldn't see that happen after it comes into view, so this might be 2 bugs I need to look into. EDIT: I solved the bridge bug. It was just a matter of initializing a few vars to zero. Now on to the possible camera bug.
  9. What is your system specs? This may be a problem with the scripting library that is specific to your processor. I did manage to get a single log to disappear, but that was a result of tweaking the script compiler. I know this guide very well (because I changed physic values to whats in the guide lol). I'll have to rewrite the player object to follow those guidelines a bit stricter. As of now my priorities are to complete the engine (to at least Game Maker 7 feature set) and maximize speed and efficiency, which was my purpose of writing this engine (IE Game Maker was way too slow). But I will read further into the guide and make changes if possible. BTW, how accurate is the worlds engine? I might port it to my engine if its easy to do so.
  10. I know about the animation bug, but can you reproduce the bridge bug. I haven't noticed it disappearing before, though it doesn't behave they way I'd like it to anyways.
  11. I thought I should release new build to show that this engine is still making progress. This new version has a revamped object system so that instances can interact with each other more easily (you'll notice the bridge object). It also should use a lot less memory as well. More updates are coming soon! Edit: If you run the debug version, It'll ask you to make an firewall exception. This is because the script debugger runs its own local server, so don't be alarmed.
  12. You really love for loops don't you. I'd try to cut down on those because you are looping too many times per frame. I recommend that you look at the parallax engine in Sonic Dash. A version of it is stickied to the top of this forum.
  13. Just another update, I'm also doing away with pixel collision in the next build. Instead, I'm integrating collision and physics via Box2D. I've also implemented Moore's Neighborhood contour tracing algorithm into the editor to allow easy conversion of image based collision masks into edge shapes that are compatible with Box2D. So it will be a while until I release another build, but your wait should be well worth it.
  14. The real test would be running it on my old Iphone 3G lol. Well lets be correct, the sonic engine is completely scripted in AngelScript, all the engine does is pretty much collision detection, rendering, and provides the function bindings for AngelScript. Since I haven't implemented a script debugger yet, this setup makes finding bugs hell because I can't yet step through scripts as I could in the C++ code. So there are minor bugs in the engine regarding sonic's physics, for example, try jumping while upside down on the loop. I originally planned to support only DX9, OpenGL 2.1, and OpenGLES 2, but If I decide to anything advanced in 3D, it would only be wise to implement support for DX11 and OpenGL 3-4 as well. This support will come much later though.
  15. These are all good suggestions, though I was only looking for engine features on the C++ side. So I'll have to look into a cross-platform way of doing online multiplayer. The rest can pretty much be scripted.
  16. A new engine is in the works! I'm changing the structure of the engine a little to allow me a bit more flexibility, being that the last version had so many problems (the code hardened way too fast). Also, I've decided to remove FMOD and go with OpenAL instead because its a lot free-er and it is supported on all of the same platforms as FMOD. If you all have any suggestions of features that I should implement, leave a post and I'll consider them.
  17. Finally got bitmap font support working decently. Now I can put together a nice hud to show it off.
  18. I posted a new version to address the insta-crash issue. This version ran on my two machines fine without any issues. If you find a bug or have a suggestion post it and I'll address it later. It would also help to post your average FPS and PC specs.
  19. The game runs at a constant 60 fps for me. It plays pretty good, but I found myself constantly readjusting the camera. It felt like a noob when I couldn't get to the first platform because the camera was changing angles mid jump lol.
  20. I'm not sure. Right now I'm having a problem with the engine running on other computers. A heap corruption seems to be the issue, atleast I hope because that's easy to fix. This is hard to debug too since it only happens outside the debugger and while running in compatibility mode. Hopefully it will take less than a day of staring at source code to fix.
  21. I downloaded it to make sure that I included the correct files and it runs fine. You shouldn't be having any problems, but I'll test it on another machine and post back later. This shouldn't be an issue, but what operating system are you running? EDIT: There is an problem running it. It seems that my dev machine has something that I should be releasing with the program. I'm looking into this and will have an updated version later.
  22. You may need to update DirectX. Just download and run the web setup from Microsoft and it should start up with no problems.
  23. I uploaded a small engine test. A lot has improved since the last. Please post your specs and average frame rate, especially if your computer is a potato. lol
  24. // X Movement x += cos(degtorad(angle)) * x_speed; y += sin(degtorad(angle)) * x_speed; I made a mistake here. Should be y -= sin. *facepalm*
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