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Dude's Sonic Wii engine thread more like "shit, help me fix my engine!"

#16 User is offline Sonica 

Posted 22 November 2010 - 08:34 AM

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QUOTE (Dude @ Nov 22 2010, 02:46 AM)


Level rendering works now, onto collision detection.

Oh. Not got very far then. Bah, at least rendering is working for you.

#17 User is offline Dude 

Posted 24 November 2010 - 07:14 AM

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Camera works now, and no longer causes a stack overflow because you can't push the camera out of bounds. I also have a debug menu system that lets you flip through pages of information about what's going on in the game's internals. Collision later today, prior engagements willing.

#18 User is offline nineko 

Posted 24 November 2010 - 07:22 AM

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QUOTE (AerosolSP @ Nov 22 2010, 03:53 AM)
every engine I've ever seen has the layer switching at the apex of the curve, so in the case of a loop, the point at which you switch from one layer to the other should be at the top of the loop.
Most of the loops in Sonic 2 and Sonic 3 & Knuckles have the path changer at the top. Though there are some loops in Ice Cap (and possibly other zone) that have the path changer at the left. That is necessary for those sections with 2 or 3 stacked loops.

#19 User is offline Sonica 

Posted 28 November 2010 - 08:26 AM

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So... what's the progress on this?

#20 User is offline Dude 

Posted 28 November 2010 - 11:43 AM

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QUOTE (Sonica @ Nov 28 2010, 08:26 AM)
So... what's the progress on this?


I started implementing a rings system last night after MainMemory added them to the level editor he's making for me. I'm probably not going to use the png-based collision system after running into too many 'how do I go about doing this' problems.

#21 User is offline Tidbit 

Posted 28 November 2010 - 11:51 AM

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As impressive as this is starting to look, just what is it? You've already expressed that its an engine for the Wii (and a sonic one at that) but what will it end up being?

#22 User is offline Aerosol 

Posted 29 November 2010 - 09:14 PM

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Probably one-upping Sonic 4 or something.

#23 User is offline TheKazeblade 

Posted 29 November 2010 - 09:34 PM

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How is the camera meant to behave? Does it pull out and zoom in depending on context, or is it similar to the classics?

Will this have 3D capabilities as well, or is this strictly 2D?

#24 User is offline Dude 

Posted 29 November 2010 - 09:36 PM

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QUOTE (TheKazeblade @ Nov 29 2010, 09:34 PM)
How is the camera meant to behave? Does it pull out and zoom in depending on context, or is it similar to the classics?

Will this have 3D capabilities as well, or is this strictly 2D?



It's strictly 2d, since the original screen resolution was 320x244 and 640x480 isn't much more than 2x that, I'm just scaling all of the values by 2. It won't utilize any 3d graphics unless GRRLIB implements better model loading. I plan on doing hand-drawn graphics after I buy a wacom tablet and a scanner.

#25 User is offline Chaos Rush 

Posted 29 November 2010 - 09:58 PM

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QUOTE
You know if you got enough people here to get together in real life and build a high-quality sonic game demo, saved up a bunch of starting capital and pitched the idea to the guys at Sega of America, you just might get that. Why do you think I've been working on a sonic engine for the Wii?

Okay, so I know I'm quoting something you said in a different topic, but really, you should try and carry out that plan. This might be wishful thinking, but (assuming you're following Mercury's physics guide), who knows, this engine could potentially be used to make Sonic 5.

Just out of curiosity, are you developing this engine due to how poorly handled Sonic 4 was?

#26 User is offline Dude 

Posted 29 November 2010 - 10:06 PM

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QUOTE (Chaos Rush @ Nov 29 2010, 09:58 PM)
Just out of curiosity, are you developing this engine due to how poorly handled Sonic 4 was?


Not really. It's not how bad sonic 4 was that inspired me, but rather how good it felt using a wiimote for a sonic game, combined with the fact that there are almost no 2d sonic (fan)games for the wii that made me think it would be a good idea to learn how to make a 2d sonic engine.

#27 User is offline Azu 

Posted 30 November 2010 - 04:32 AM

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So, is this a engine-engine or a fangame to be?

#28 User is offline Dude 

Posted 30 November 2010 - 01:01 PM

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QUOTE (Azu @ Nov 30 2010, 04:32 AM)
So, is this a engine-engine or a fangame to be?


Both, but in reality it's just homebrew practice for me. Also, update as of last night: I've finished implementing the rings (minus sound and visual effects), and I've started using GHZ tiles for placeholders because the pixel-based collision is going out the window. The GHZ tiles are pretty ugly because they're still using the old level layout. I'll probably fix that sometime today, but meh the collision is more important because once that's done I can go to physics and the sonic object.



Today I plan on building an in-game collision editor simultaneously with the new collision format.

#29 User is online PsychoSk8r 

Posted 30 November 2010 - 01:05 PM

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I love where this is headed. =P

#30 User is offline Sonica 

Posted 30 November 2010 - 01:12 PM

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Are those rings placeholders? If not, they don't fit. =P

Oh, and if it makes any difference, I hate the Sonic 3 sprites. I hate them. Ugly, ugly. And angry.

^_^
This post has been edited by Sonica: 30 November 2010 - 01:14 PM

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