Damizean Posted March 25, 2007 Report Share Posted March 25, 2007 Information: Here's the first beta release of the Sonic the Hedgehog Worlds base engine. Due the WIP nature of this release, the engine isn't totally polished, and there is still things that need to be implemented. However, it's a solid base for users to build their own engine, or to start making levels for the project Engine limitations are very similar to the ancient engine made for Multimedia Fusion 1 since uses the same philosophy for angle detection as the old one, but thanks to the experience I've adquired since then this version is built to be smoother and more precisse, and focused to imitate the physics of the Genesis games. I haven't listed all the features of the engine, but will do once I get the documentation done. Except another release in a month or so Feel free to use anything in this release (except the titlecard font and level music :e), as long as you give credit to Damizean Download: Link to comment Share on other sites More sharing options...
Perfect Chaos Zero Posted March 25, 2007 Report Share Posted March 25, 2007 This game is now an official SFGHQ sponsored community project. We will be holding contests and the like for creating levels and content for Sonic Worlds, so you may want to get in some practice once it's ready for additional levels. Link to comment Share on other sites More sharing options...
MidimanNull Posted March 25, 2007 Report Share Posted March 25, 2007 [01:40:00 PM] BreakfastPirateX: enemies dont work I see?[01:40:04 PM] Damizean: nope [01:40:10 PM] Damizean: not implemented [01:40:13 PM] Damizean: WAIT TO NEXT RELEASE! [01:40:14 PM] BreakfastPirateX: super sonic has no spring animation, just to let you know [01:40:22 PM] Damizean: I know all that =D [01:40:24 PM] BreakfastPirateX: hahahaha oh my gosh. [01:40:34 PM] BreakfastPirateX: sin and cos'd platforms, on both axis'? [01:40:38 PM] BreakfastPirateX: you crazy magnificent man you [01:41:03 PM] BreakfastPirateX: I have go to say [01:41:19 PM] BreakfastPirateX: this is amazingly impressive, if it werent for my bad FPS, I would be having a very fun ball with this <3 you for this. Link to comment Share on other sites More sharing options...
MrKsoft Posted March 25, 2007 Report Share Posted March 25, 2007 Holy crap that was EPIC WIN. Keep up the excellent work! Are we allowed to use this as a base for our own fangame or does it have to be used for SW levels? Because my own fangame's engine was so horribly structured and buggy that I want to replace it with this when it's eventually finished. =P Link to comment Share on other sites More sharing options...
Damizean Posted March 25, 2007 Author Report Share Posted March 25, 2007 You guys are allowed to use it for anything as long as you give credit, as always =) 1 Link to comment Share on other sites More sharing options...
Asuma Posted March 25, 2007 Report Share Posted March 25, 2007 Yay! Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted March 26, 2007 Report Share Posted March 26, 2007 This game is now an official SFGHQ sponsored community project. We will be holding contests and the like for creating levels and content for Sonic Worlds, so you may want to get in some practice once it's ready for additional levels. Practice? Pfah! Link to comment Share on other sites More sharing options...
VectorSatyr Posted March 26, 2007 Report Share Posted March 26, 2007 Damn it, why did it have to be MMF? If I made a GM version of this, would you hold competitions for it? It would only take me a day or so... Link to comment Share on other sites More sharing options...
Glaber Posted March 26, 2007 Report Share Posted March 26, 2007 MMF Only! Darn it! I only have TGF and I can't update any time soon. Link to comment Share on other sites More sharing options...
Slingerland Posted March 26, 2007 Report Share Posted March 26, 2007 Damn it, why did it have to be MMF? Because we're conspiring against you, don't you remember? Knowing Dami, he'll have some sort of thing for you GM users down the line. Link to comment Share on other sites More sharing options...
Spike Posted March 26, 2007 Report Share Posted March 26, 2007 This engine is all-around fantastic. It's got nearly everything ou could want for an engine already done. The music is amazing, I might add. Fantastic Link to comment Share on other sites More sharing options...
ssbfalcon Posted March 26, 2007 Report Share Posted March 26, 2007 Oooh... Plays nicely... Pity, my newfound MTG obsession prevented me from buying MMF2... But seeing that I'm not going to buy more till the next set in May... and that I finally just tried the MMF2 demo a few days ago and am loving it... Either way, the first thing I'd do with this is make an external level editor... Technically, my MMF 1 Level editor is done, but the way MMF1.5 used resources was a pain and crash city (everything, including level editor extensions are external)... Link to comment Share on other sites More sharing options...
Glaber Posted March 26, 2007 Report Share Posted March 26, 2007 Because we're conspiring against you, don't you remember?Knowing Dami, he'll have some sort of thing for you GM users down the line. And what about us TGF users? Link to comment Share on other sites More sharing options...
ila Posted March 26, 2007 Report Share Posted March 26, 2007 You're probably SOL. Sorry. Link to comment Share on other sites More sharing options...
Damizean Posted March 26, 2007 Author Report Share Posted March 26, 2007 Damn it, why did it have to be MMF?If I made a GM version of this, would you hold competitions for it? It would only take me a day or so... Well, that gets outside of the Sonic Worlds project scope, as it's supossed to be a Vitalize! project, but... why not? The Xmas pack is more advanced than this engine, and could be modified in no time to adjust to the same physics (wich are now somewhat closer to the real thing) and some new stuff I made for this engine. And what about us TGF users? TGF is a way too ancient and buggy program, the full engine couldn't be created on it. The maxium I could make was the simple 360º with jumping (and it took me a while, collisions in TGF are so terribly), no loops as collisions with groups weren't performed by pixel. Link to comment Share on other sites More sharing options...
MidimanNull Posted March 26, 2007 Report Share Posted March 26, 2007 I have a question regarding the level creation and whatnot. I understand you give us a template, but are we only allowed to use that template for level designs? or are we allowed to change the whole tileset together? Silly question, but you never know. ( Oh and <3 your sense of spriting ) Link to comment Share on other sites More sharing options...
Damizean Posted March 26, 2007 Author Report Share Posted March 26, 2007 I have a question regarding the level creation and whatnot.I understand you give us a template, but are we only allowed to use that template for level designs? or are we allowed to change the whole tileset together? Silly question, but you never know. ( Oh and <3 your sense of spriting ) The level wich comes with the engine is just a random level for testing the engine. You can design everything from your level, and you are free to change everything you want. That includes movement values (wich they are at Player Management -> Character Attributes), graphics and level tileset. Link to comment Share on other sites More sharing options...
ssbfalcon Posted March 26, 2007 Report Share Posted March 26, 2007 Hey midi, you gave me an idea... For those like VGPU and me who currently don't have MMF2... Sure, an external level editor can be created... The easiest way to make one of these editors supports external libraries... However... The only sane way of doing so in MMF involves loading duplicates of the same object and memory usage can climb very, quickly, not to mention since Active Pictures can't be deactivated when off of screen (which would save some memory and help performance greatly when you have tons of objects...) But if say, they're just separate actives, while a bit more of a pain to set up (single active replaces externally loaded images) it's faster... So the game could come with a variety of tilesets, for that form of level editing... Quick question to Dami... Does Vitalize work fine with external files? Hmm... I assume the external library system won't work very well with Vitalize... So I guess plopping in a few library sets, and allowing for external level files could work out decently, for those who just want to edit levels... Link to comment Share on other sites More sharing options...
Mark the Echidna Posted March 26, 2007 Report Share Posted March 26, 2007 I'm not sure if Active Pictures can have pixel perfect collisions, but if they do, you can just destroy and create them dynamically when they are near the screen. It's not that hard. Also, you can bake them at the background layer, with collisions. I've once tryied to do that, and it worked. However, the transparent pixels blocked the parallax background, for some reason. But maybe it has been already fixed. Link to comment Share on other sites More sharing options...
ssbfalcon Posted March 26, 2007 Report Share Posted March 26, 2007 I'm not sure if Active Pictures can have pixel perfect collisions, but if they do, you can just destroy and create them dynamically when they are near the screen. It's not that hard.Also, you can bake them at the background layer, with collisions. I've once tryied to do that, and it worked. However, the transparent pixels blocked the parallax background, for some reason. But maybe it has been already fixed. Yeah, the baking was the plan for the in game world at least, and for say, springs and such, they'd be coded in... For the editor, I was thinking that it would be a bit trickier to do something like that, as the editor has support for editing variables within each object, so that say, you want to have something like the coin block from Mario, the editor knows to load an external properties dialog based on a file supplied in the library package, so you can set the amount of coins it contains within the editor... and I'd rather not mess with a lot of disk access... But you know what, I might as well try... Just tested, and neither MMF version support pixel collision with active picture objects... But seeing as this is being geared towards a vitalize app, for being able to plug and chug levels with predefined level sets would be preferred, And again, since Dami wants this to be able to be played anywhere in a web browser, without having to download stuff, I don't think there's any safe or convenient way of having libraries stored on a server for a game. We can instead probably safely allow levels to be uploaded in plain text, or something, but we'll see... Depends again, on what the plans for this is... I'd love it though to work in MMF2 though instead of doing this all in MMF1.5... I hope to order by the end of next week... Link to comment Share on other sites More sharing options...
Armada Posted March 26, 2007 Report Share Posted March 26, 2007 If this game were a food it'd be delicious. Great work. This is what I like to see, an engine that recreates the original feel. Link to comment Share on other sites More sharing options...
MidimanNull Posted March 26, 2007 Report Share Posted March 26, 2007 To Damizean. Legends V2? haha. Link to comment Share on other sites More sharing options...
Damizean Posted March 27, 2007 Author Report Share Posted March 27, 2007 To Damizean.Legends V2? haha. :S *shakes in fear* Link to comment Share on other sites More sharing options...
Syonic Posted March 27, 2007 Report Share Posted March 27, 2007 wooo sonic eternal will have a new engine now! yay! thx to damiz..ofc I'll credit you first. Link to comment Share on other sites More sharing options...
Epon Posted March 27, 2007 Report Share Posted March 27, 2007 Clwe made a level-editing program ages ago... maybe you should get in contact with him to see if it's feasible to implement. I know for a fact that it used external graphics that were then loaded before runtime. Link to comment Share on other sites More sharing options...
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