Dude's Sonic Wii engine thread more like "shit, help me fix my engine!"
Posted 24 November 2010 - 07:14 AM
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.
Posted 24 November 2010 - 07:22 AM
Posted 28 November 2010 - 11:43 AM
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.
Posted 29 November 2010 - 09:36 PM
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.
Posted 29 November 2010 - 09:58 PM
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?
Posted 29 November 2010 - 10:06 PM
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.
Posted 30 November 2010 - 01:01 PM
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.