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Old screenshot thread.


Asuma

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This is a bit different than what most of you guys are probably familiar with

I haven't seen much of what's been worked up around here lately, but what I did see were some things to the effect of using "pixel-perfect collision" against "Objects" of varying sizes that create level pieces the player/enemies respond to based on which pixels are non-transparant, some of which have collision activated/deactivated when going through different parts of a loop (Just as a statement of observation, it seems that's been used to build some nice-looking engines)

Anyway, Sax looks to be trying to duplicate the method Sonic Team used, which is based on a grid of fixed-sized tiles, and "Solidity Maps"/"Height Maps" that the player responds to for level collision instead of the tile graphic itself. (That much isn't necessarily unique to Sonic Team, but I think the point is that he wants to write his Sonic player code "their way"?). The tiles are built up in steps into larger pieces to save space, from the 8x8 tiles that're drawn to the screen, to the 16x16 blocks that correspond with the "Height Maps", and depending on whether you're looking at Sonic 1/Sonic CD or Sonic 2/3/K, they're built into either 256x256 or 128x128 chunks that are used to build the level layout. Along with that, there is a set of 256 "Height Maps" that define the solidity, and a list of indexes the same length as the 16x16 blocks list that describes which of the "Height Maps" each block uses. The "Height Maps" themselves are, rather than a pixel map, a listing of how high the solidity goes from the bottom of the block (or how low from the top) for each of the block's 16 columns. When the player is moved, he doesn't trace the path, but instead has his velocity added to his position, and then checks to see if he's inside the solid part of the height map that's ahead of him in whatever direction he's travelling, and if he is, the height value of the colum that was checked is used to push him back out. (They also store "rotated" versions that are effectively "Width Maps" for horizontal collision)

What he has here is an editor that allows you to edit the pixel columns in the "Height Maps" his engine uses to draw the shape of the solidity of each of the 16x16 blocks. The purple triangle there shows the first pixel column at it's tallest height, with the neighboring columns being one pixel shorter, creating a 45 degree angled path down and to the left (which is at least half-obvious, I suppose), and I'm guessing that the yellow that's behind it is another height map that corresponds with the same area, except on a different path, with a different shape (Unless, of course, instead of showing overlapping paths, it's showing the solidity mapped on top of the block it corresponds to, and the solidity is "misshapen" just for example). The different "paths" come into play, though, when you look at, as he described, "the helix tubes and loop-de-loops and such". Starting with Sonic 2, each level had two lists of "Solidity Indexes" (the lists that determine which Height Map each Block uses). There was a "path swapper" object (it shows up in debug mode as a column/row of rings) that would change which list Sonic read from for collision when he crossed over one, which is how he was made to ignore part of a loops solidity as he went in one side/came out the other, and also worked out in certain other places like the crossing tubes at the beginning of Chemical Plant, and one area in Aquatic Ruin where Sonic could either run downhill from behind a wall if he took the upper path, or climb up steps in front of the wall from the lower path, in the same place. This is what he's saying that he's implementing right now, in the way of an editor that can edit the height maps themselves and assign multiple maps to each block, and a player that can react to the different maps based on which "path" he's assigned to follow at the time

It does look modest, but as long as it works. Kind of makes me remember my original solidity editing program.. The first thing anyone should do is get the basics working before you worry about making it flashy. What he's trying to show you right now is something I've often thought is underappreciated, which is the technical side of people's work; What it does and how much they put together themselves. If you're the only one using it and it's still WIP, sometimes you just don't really care if it's empty and pink :P

And uh, hi. I know it's a bit much, since I usually go on and on, but I hope it being one post doesn't really qualify the extra info as too "off-topic". I just wanted to help out a bit there. Don't really have any screenshots to share, though...

As for ProSonic, it seems interesting. Didn't see it coming, after you had left and all, but I guess it was natural. I know what it's like not to be able to quit :P

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Wow, that's a heck of an explanation. It's much better than I could have done at explaining it... people run away when I try ^_^

And you're exactly right about the emptiness and colors and all. The attempt was to show what I kind of think of to be an 'art' of sorts. The idea as said is to do things the way the original Sonic games did. And although these methods weren't necessarily created by Sonic designers and programmers and have been widely used in many many other games, they are methods that often get ignored in most fan games. So my screenshot is trying to say "hey, look at me, I offer neat possibilities and functionality that duplicates that of the original games".

The prettier interface will come much later in development. I learn from past mistakes -- Combi-Sonic was a fan game I did many years ago, and it could have been a good game had I not put all my effort and time on trying to sex up something that wasn't even close to complete. That's why all my ProSonic screenshots have ugly counters all over the place... easy for me to debug and test, and allows me to put my time where it really 'should' be at this point.

Thanks for the great explaination, and howdy doody to ya!

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SAEPic1.png

SAEPic2.png

A Sprite Animation Editor designed completely in MMF using a ton of extensions. File editting is done in real time, so no need for saving or worrying if the program crashes. All functions seen work. I've completely compiled the Sonic gens sprite to test it and it works just fine.

For those of you wondering, at one point this will be released to SFGHQ. First I must create the frame editor so you can edit and import pics and then create what is to go with this. ( secret for now ;) )

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Ha ha like it says not all graphics are final. When I created this engine, I started to go into a gens craze, then went back to my "custom" Tails, Knuckles doesn't have his sprites done so it just Advance for now. Sonic was just left over from my gen craze, he will turn into Espio when his sprites are done. The sprites for the boss and the meto... screw thing are also that style but will change as I have explained.

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HOW DARE YOU COMPETE WITH MY TAILS GAME! (That sprite is so sex.)

Okay, i might as well post them now.

http://i88.photobucket.com/albums/k168/Issacus/TailsAdventurepic1.jpg

Tails Battles the Gmel bot with the [currently] retarded AI.

TailsAdventurepic2.jpg

Tails is the l33t3st Fox around. My l33tn3ss scares the Children.

TailsAdventurepic3.jpg

I EAT BABIES!

TailsAdventurepic4.jpg

...Who are you? YOU WANT SOME OF THIS TOO? FEEL MY L33tNESS!

TailsAdventurepic6.jpg

OOOOOOHHHHH MY FECKING GOD........

TailsAdventurepic7.jpg

OH GOD THE PAIN SAVE ME BABY JESUS...

Good thing Tails is Immortal, eh?

Ill post more serious pictures later on today/This week. Im nearing the first [hopefully bugless] playable engine later this week. After i touch up more additions to the engine, ill be able to work on the status system and finsh up adding combos. The 1337s and 13371337s was just for show. No one will be able to deal 13-million 371 thousand 337 damage in the real game. (Except for the 5 Secret bosses.)

(And just for the record, it really sucks that MMF cant go past 1.9 billion damage, lol.)

EDIT : And i have no clue why those pictures came out so damn small. Any way to fix that? You cant even see half the jokes in the pictures...

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Seeing as your using photobucket, when they uploaded, their size was to large, photobucket resized them to fit the file size limit.

Could also do without the bold letters and large over doses of the 'enter' button being abused there.

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Here are some new screenies!!

CNZ.PNG

CNZ2.PNG

These are pics. of Casino Night Zone (it's a single act zone.)

Here's a pic. of Sakura Seaside Zone, I'm working on act 2 which will be a submarine level, for now, this is a pic of act 1.

SSZ.PNG

Hey! I just made the 400th post of this thread! Sweet! :D

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