Stealth Posted July 26, 2009 Report Share Posted July 26, 2009 E02 has gone cross-platform! In addition to the original DOS and Windows versions, there are now builds for x86 Linux, PPC and x86 MacOSX, Wii, and PSP! Check out the booth here: http://stealth.hapisan.com/SAGE09/ The documentation for E02 has been completely updated and converted to HTML, with example script usage and tons of cross-reference links Sonic the Hedgehog: Project Mettrix has received a few fixes, some music has been converted to XM format, and there is also a prototype of the Bronze Lake Zone level intended for the final game Megaman: Triple Threat has had its music converted to XM, and has received a couple of fixes Link to comment Share on other sites More sharing options...
Candescence Posted July 26, 2009 Report Share Posted July 26, 2009 Heh, this game is as awesome as ever. Heck, I've found that the Gamecube controller is my favourite control setup for Triple Threat, though I'm not sure why the visuals look weird on Wii. Link to comment Share on other sites More sharing options...
Bartman Posted July 26, 2009 Report Share Posted July 26, 2009 Great work on E02 as usual, Stealth. I've been playing with the editors a little bit. Its a bit complicated, but I havent seen what all the tools can do. My question (Without looking deep into the editing tools) is that is it possible to make more than just platformers with this? Say if I want to make a top down type of game, I'm sure its entirely possible. Right? Although obviously I would have to provide the skills necessary to pull off the math required for some of the more complicated type of player movements which is...not going to be my strong suit. But I am curious. Link to comment Share on other sites More sharing options...
Stealth Posted July 26, 2009 Author Report Share Posted July 26, 2009 It sure is. E02 itself pretty much leaves game-specific Player and Object behavior and interaction stuff to the scripts Depending on what exactly it is you want to do, you could either still use the same Player Management system that's best used for platforming players, or if you want to go simpler, you could skip that and use Objects as Players instead It's pretty versatile.. stuff you should be able to get out of it would include, but wouldn't be limited to, platformers, shooters, RPGs, fighters, puzzle games.. Link to comment Share on other sites More sharing options...
Realm0D Posted July 26, 2009 Report Share Posted July 26, 2009 How do you get it to work on WII? Link to comment Share on other sites More sharing options...
Mr.S Posted July 26, 2009 Report Share Posted July 26, 2009 How do you get it to work on WII? Make sure you have the Homebrew Channel Installed on your Wii Insert a SD into your Computer Drag the Mattrix files to the "apps" folder on your SD card Boot up your Wii and insert your SD card Start the Homebrew Channel Select E02 and your ready to play Link to comment Share on other sites More sharing options...
Bartman Posted July 26, 2009 Report Share Posted July 26, 2009 I know its too much to ask, but would it be possible to have at least 4 player splitscreen possible? Speaking of multiplayer, how is that going to work on the Wii and PSP? So far competition does not work at all when I tried getting it to work on PSP. Plus, what about resolution settings? Not just on the PSP, but what about widescreen options? Or maybe settings for 16:9 or 16:10 screens? Link to comment Share on other sites More sharing options...
Bartman Posted July 29, 2009 Report Share Posted July 29, 2009 I found a glitch for Project Mettrix. I'm able to tuck into a spin whilst in the air. I dont know if its intentional, as it does help from falling and not being able to defend myself. Link to comment Share on other sites More sharing options...
Serephim Posted July 29, 2009 Report Share Posted July 29, 2009 This engine was extremely impressive. The ability to play on consoles is a huge + as well. Keep up the good work. Link to comment Share on other sites More sharing options...
MrKsoft Posted July 29, 2009 Report Share Posted July 29, 2009 I really like this engine. I'm especially attracted to the fact that it's multi-platform, and out of those the console ports are awesome. I'd love to make a fangame with E02 so I could play it on some actual consoles. Link to comment Share on other sites More sharing options...
Tweaker Posted July 30, 2009 Report Share Posted July 30, 2009 I found a glitch for Project Mettrix. I'm able to tuck into a spin whilst in the air. I dont know if its intentional, as it does help from falling and not being able to defend myself. I can confirm that this behavior is very intentional. Link to comment Share on other sites More sharing options...
Bartman Posted August 5, 2009 Report Share Posted August 5, 2009 I just want to say flat out. I'm very interested in making a game in this engine. I love the idea of it being cross platform, and its somewhat primitive behavior gives it a nice charm when it comes to developing a game. But I dont know anything about scripting. On top of that, I do feel that the interface for the editing tools for E02 is a little too complicated to easily start a game from scratch, let alone make a new level for Project Mettrix or Triple Threat. I'm sure if I study the stuff that you've written on the engine, I could make stuff out of it easily. Overall, I just wish things were easier to work with. Maybe I'm just dumb. Maybe I'm just lazy. I dont mean make it easy to work with like in Click and Create or something. But some parts could be a little bit easier to work with. Such as drop down menus that I can click on with my mouse instead of hitting keys on the keyboard that have VERY specific functions. Link to comment Share on other sites More sharing options...
Guest RonEchidna Posted August 5, 2009 Report Share Posted August 5, 2009 I just want to say flat out. I'm very interested in making a game in this engine. I love the idea of it being cross platform, and its somewhat primitive behavior gives it a nice charm when it comes to developing a game. But I dont know anything about scripting. On top of that, I do feel that the interface for the editing tools for E02 is a little too complicated to easily start a game from scratch, let alone make a new level for Project Mettrix or Triple Threat. I'm sure if I study the stuff that you've written on the engine, I could make stuff out of it easily. Overall, I just wish things were easier to work with. Maybe I'm just dumb. Maybe I'm just lazy. I dont mean make it easy to work with like in Click and Create or something. But some parts could be a little bit easier to work with. Such as drop down menus that I can click on with my mouse instead of hitting keys on the keyboard that have VERY specific functions. I can give you some amount of advice; I had to learn how to script it in less than a month, and while I still keep making mistakes and getting stuck in places, I feel fairly confident about being able to point out stuff. The docs Stealth wrote are very informative, but I understand it can be easy to get lost if you don't know what you're doing at all. I'd recommend starting off by editing one of the existing games and levels before starting anything new. To get a feel the editors, you might wanna just make a backup copy of the folder for the level you wanna edit, then get in there, start moving stuff around, play around with all the different controls to see what they do, and you'll find that all the basic features (and some of the more advanced ones) are pretty easy to work out! Once you're used to it and want to start making an original level, design all your artwork in a paint program (I'd recommend Paint Shop Pro for it's palette retaining abilities, that make this kind of thing so much easier). While the tile editor included is good for making changes, drawing solidity and the occasional piece of small artwork, using dedicated graphic software and importing your art is always gonna be better. You wanna be using the first 64 colours in the palette of a 256 colour pcx or tga, and the first colour is your transparent colour. Remember as the system works in 8x8 tiles, anything you'll want to repeat, like backgrounds, floor textures etc will need to be multiples of 8. You can design as much as you want in that format, for example in Bronze Lake I not only designed all the individual pieces used, but also put together the basic level in PSP. This seemed quicker for me to make a first act of a new level, cause if I noticed I needed a 128x128 pixel section, I could draw it straight away without having to quit the editor and rip more tiles. However once you've made a basic level and know you've got all the pieces, then you'll be better off designing in the level editor. Once you've got all your level art together, use the level ripper function (check out Stealth's docs for more info), and start building your level! Link to comment Share on other sites More sharing options...
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