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Programming

Discussion in 'Project: Sonic Retro (Archive)' started by Retro_Stew, Nov 9, 2008.

  1. Rika Chou

    Rika Chou

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    One thing that I was wondering about the E02 engine, do you have to have a separate duplicate 8x8 tile if you want to use it more than once and have different collision?
     
  2. Stealth

    Stealth

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    Sonic Mania, HCGE, Sonic Megamix, SonED2, [...]
    You do. Each tile has only one collision map, because player/level collision is based entirely on which plane ID is set in Player_Solid_Plane

    You can use tiles with solidity and a blank graphic on one plane or the other for crossing paths, though, which is what I do. Those can be reused in other places with different art if they have to be
     
  3. Chimpo

    Chimpo

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    Oh, alright.

    I was just kinda of concerned as to why it sounded like shit.
     
  4. nineko

    nineko

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    Quick question, can E02 manage act transitions à la Sonic 3 & Knuckles?
    And, in the unlikely event that we'll do zone transitions, can it dinamically load a completely new tileset on the fly?
    Ideally we can never go to a black screen if it allows for that.
     
  5. Stealth

    Stealth

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    Sonic Mania, HCGE, Sonic Megamix, SonED2, [...]
    I see somebody didn't play enough of the demo :/

    You can call the load routines any time you want, but you have to remember that there will be access time (brief, but still), and you'll either still have to blackout the level, or load a new tileset, or leave an area at the end of the old level/beginning of the new level with common art and a common design (during one frame, load the new tiles and the new layout, and adjust the player and screen positions) so you don't see one area just suddenly become something entirely different

    That should have been kind of self-explanatory, though. Remember that you can control any part of the game from any other part of the game if you structure it right. Try reading the documentation some more; It's missing explanations for some of the newer commands, but otherwise, everything you could want to know is in there
     
  6. Chimpo

    Chimpo

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    Alright, enough playing around.

    We can draw all the pretty pictures we want in the world but none of that will mean shit if we don't have anyone competent enough to put them to work.

    Who here has the cojones to get started on this?
     
  7. RamiroR

    RamiroR

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    DAMN, WHAT is the problem here?!, why don't we just choose E02, could anybody tell me?, what's happening?, programmers lack?,if a programmer does not appear, I might want to do this (though I'm not THE programmer, but if nobody appears, someone will have to teach me),
    so, IS THIS HACK GOING TO BE MADE?

    Thank you :psyduck:
     
  8. Matwek

    Matwek

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    Im pretty sure we have choosen E02, we're just waiting on someone who knows how to use it well enough to put together a demo level using the art we already have.
     
  9. RamiroR

    RamiroR

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    Ok, this will take time, and I don't know if Stealth will agree with this:

    What if Stealth opens a topic where he could teach us how to use his engine?,We would finally have some people for making this, I don't want to bother Stealth, but I guess he's the one that most knows about this..

    So, what do you say? :psyduck:
     
  10. nineko

    nineko

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    Stealth wrote a lot of docs and guides about E02. Someone just needs to read them and learn. If a topic is made it should be for the occasional question, not for a complete and comprehensive E02 class, since at least 99.89% of its functionalities are covered in the docs.
     
  11. Tweaker

    Tweaker

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    First off, this tone is completely inappropriate—drop it. You're not a project leader, and you have absolutely no right to come in here with such a condescending, demeaning tone towards other people—especially when we already have decided that we were using E02 for the game's engine. Before you try and take some sort of leadership stance, try learning to read first.

    Secondly, while we've decided what engine we're going to use, we haven't decided exactly who will be doing the scripting. Stealth is too busy to do it himself, and so far nobody else has stepped up to the plate. Put simply, this is far from encouraging; we need someone willing to go in balls-deep and get us a base started to actually play levels and such from. It doesn't have to be incredibly complicated at this point, but we do need something.
     
  12. RamiroR

    RamiroR

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    Oh, sorry xD, in that case, I wanna read those docs, where are them?:D

    EDIT: and calm down, Tweak :psyduck:
     
  13. Tweaker

    Tweaker

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    Said documentation was literally posted one page earlier. Once again, I reiterate—if you're going to try and take some sort of leadership tone, then you'd better make sure you actually bothered to make use of your available resources first. This took me literally three seconds to find.

    I'm perfectly calm, thank you very much. I find it rather ironic that you're taking stabs at my tone, though, when if anything your tone is largely inappropriate. Not making the best impression there, champ.
     
  14. Chimpo

    Chimpo

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    So ladies and gentlemen, it appears we have a tentative programmer on the project.

    So now that we have someone that can put our beautiful materials to use, let's get this shit rolling in order to have any materials our friend would need in a timely manner.

    No, I'm not saying who it is, no don't ask me. Cocks and balls.
     
  15. OSM

    OSM

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    EXCELLENT, we can finally make some real headway on this game now. :D
     
  16. Tweaker

    Tweaker

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    Cool beans! Let's try and finally bring this game to life. :colbert:
     
  17. fifthelephant

    fifthelephant

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    I've been messing around with EO2 like all day just trying to edit levels.

    I've got to a point where I can play with the tiles and I have almost figured out the way planes work but damn if it isn't frustrating to use. If only there was a way to make prefabricated level pieces (like say having a big loop you could just paste into a level, or certain platforms) and then paste 8x8 tiles over the top to give each little area a distinct feel... If there is a way to do this it'd good to know. Also does anyone know how to paint your own solidarity planes, I can't for the life of me figure it out.
     
  18. jman2050

    jman2050

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    If you make the big loop once, you can do a right-click drag select over any size square terrain and copy/paste it anywhere else in the stage. Though I forget the exact key for it, it's been a while since I messed with the level editor.
     
  19. fifthelephant

    fifthelephant

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    Ah yes, but it's creating the loop in the first place that is the problem. The collision plane overlaps the tiles, and it's creating a brand new collision plane that is what I am having trouble figuring out. As soon as I figure out how to do it properly I can have a demo level up and running.
     
  20. Stealth

    Stealth

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    Sonic Mania, HCGE, Sonic Megamix, SonED2, [...]
    Prefabs are insanely easy, you know.. Because you can create multiple tile planes, and gameplay display has to be toggled on manually, it shouldn't take a genius to figure out that you can create a new tile plane for the specific purpose of pasting commonly-used shapes onto it, and copying them out to drop into the actual level multiple times. You can organize them as cleanly as you like, and onto as many different planes as you need, and they automatically save with the level that way :P

    As for "creating the loop in the first place", I'm unsure of why you're trying to do that in the editor, because the tile editor is for nitpicky crap and animation. You should be importing your art with the level ripper, which will automatically rebuild the image you put through it with the tiles it generates. You can get your prefabs imported that way, or you could build an entire level that way if you were careful with how you laid out the image

    Also, again, there are multiple tile planes. That's how you have level art that appears in front of the character, and that's also how you have "a brand new collision plane". Each tile has ONE collision map. The player switches between collision with different tile planes for crossing paths. I already explained that :/