AeStHete Engine Thread Site updated; will be posting tools & guides on road to release
#31
Posted 05 January 2013 - 04:53 PM
This is great! Looking forward to having a mess about with it. Have slight GameMaker experience since I used it during college a bit, made a basic game starring Vegeta
But still would be great to make a Sonic game based on this.
#32
Posted 07 January 2013 - 11:39 AM
Jimmy Hedgehog, on 05 January 2013 - 04:53 PM, said:
This is great! Looking forward to having a mess about with it. Have slight GameMaker experience since I used it during college a bit, made a basic game starring Vegeta
But still would be great to make a Sonic game based on this.
Sorry to take this off topic, but I had to ask this one question..
What exactly was this??? This was a few years ago, yes? I have a feeling I may have played this at one point...
This post has been edited by KingofHarts: 07 January 2013 - 11:40 AM
#33
Posted 07 January 2013 - 12:49 PM
Oh yeah, I forgot to ask, will this require GM8.0? I think the shader is incompatible with newer versions.
Lucky I have my old copy :P
Lucky I have my old copy :P
#34
Posted 07 January 2013 - 04:14 PM
KingofHarts, on 07 January 2013 - 11:39 AM, said:
Jimmy Hedgehog, on 05 January 2013 - 04:53 PM, said:
This is great! Looking forward to having a mess about with it. Have slight GameMaker experience since I used it during college a bit, made a basic game starring Vegeta
But still would be great to make a Sonic game based on this.
Sorry to take this off topic, but I had to ask this one question..
What exactly was this??? This was a few years ago, yes? I have a feeling I may have played this at one point...
Was actually early last year, and I didn't publicise it much other than sending to a couple friends, so you likely haven't played it XD I called it "Path to Kakarot".
#35
Posted 07 January 2013 - 08:06 PM
Sonica, on 07 January 2013 - 12:49 PM, said:
Oh yeah, I forgot to ask, will this require GM8.0? I think the shader is incompatible with newer versions.
Lucky I have my old copy :P
Lucky I have my old copy :P
To answer this on his behalf, since I recently asked him the same thing, it DOES require GM 8.0... due to an extension NOT being compatible with GM 8.1.
I'll quote what he told me
Mercury said:
The extension AeStHete uses to do all the palette effects is not compatible with 8.1, otherwise I would be using 8.1 - monster pain in the ass or no. 
That said, AeStHete will be completely open source - anybody can mod it and port it however they want.
That said, AeStHete will be completely open source - anybody can mod it and port it however they want.
This post has been edited by KingofHarts: 07 January 2013 - 08:08 PM
#36
Posted 07 January 2013 - 08:25 PM
I am, though, considering making it simple to "opt out" of the palette features so that it can be compatible with newer GM versions. I'll see what I can do.
#37
Posted 08 January 2013 - 07:25 AM
And possibly the extension could be updated sometime. Who knows?
I'll be using the palettes though, whatever GM, it'll be wicked.
I'll be using the palettes though, whatever GM, it'll be wicked.
#40
Posted 11 January 2013 - 02:42 AM
Hey, everybody, here's a screenshot of the interface:

The action happens in the 3 "widgets" in the middle of the screen. The Zone Player previews the zone as it will be seen by the player. The Zone Editor allows you to click to edit tiles, solids, objects, and miscellaneous other things. The Zone Navigator allows you to quickly move about the zone, showing whatever region you want to edit in the editor.
Basically, it's like Debug Mode on steroids, allowing you to edit zones in real time as you play them. Furthermore, all features of the Zone Editor are available on the Zone Player, so you can reposition, delete, etc any object in either the player or the editor. You may also hold the "P" key (subject to user options) and click in either view to bring the player to the position in the editor or vice versa.
Expect a video very soon showing off these features and more! <3

The action happens in the 3 "widgets" in the middle of the screen. The Zone Player previews the zone as it will be seen by the player. The Zone Editor allows you to click to edit tiles, solids, objects, and miscellaneous other things. The Zone Navigator allows you to quickly move about the zone, showing whatever region you want to edit in the editor.
Basically, it's like Debug Mode on steroids, allowing you to edit zones in real time as you play them. Furthermore, all features of the Zone Editor are available on the Zone Player, so you can reposition, delete, etc any object in either the player or the editor. You may also hold the "P" key (subject to user options) and click in either view to bring the player to the position in the editor or vice versa.
Expect a video very soon showing off these features and more! <3
#41
Posted 11 January 2013 - 06:26 AM
Oh wow, real time editing? This is new levels of awesome!
Anyway. Really nice UI layout, looks easy to navigate.
Anyway. Really nice UI layout, looks easy to navigate.
#42
Posted 11 January 2013 - 06:26 AM
OMG I shed a tear seeing that epic screen shot. It looks so easy to use that nobody could ever be held back from creating a classic Sonic game.
#44
Posted 11 January 2013 - 11:34 AM
#45
Posted 11 January 2013 - 12:29 PM
Gosh, I just looked through this whole topic and wow, you've really put some serious effort into this!
That interface looks amazing; I could probably use it and I don't have a clue about programming...!
This is an amazing idea and keep up the good work.
Best of luck :>
That interface looks amazing; I could probably use it and I don't have a clue about programming...!
This is an amazing idea and keep up the good work.
Best of luck :>

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