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Yesterday, 04:00 PM
23 Mar 2015 - 19:28
22 Mar 2015 - 21:58
22 Mar 2015 - 17:58
20 Mar 2015 - 23:09
19 Mar 2015 - 03:53
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04 Mar 2015 - 19:16
Posts I've Made
18 March 2015 - 04:45 PM____________________________________Help wanted
While working on SoniPlane, and making it more extensive and more compatible for extending it, I ran into some huge bugs, issues, inconsistencies and limitations. Overall, I ran into a point where I figured I should rather than try to work hard and make hacky solutions to hopefully make it work, I decided to rewrite it instead.
The restart will be on a lot improved engine, OpenGL (to draw everything I want properly and efficiently, avoiding slowdown and annoying bugs like in the earlier versions), using LWJGL (May change, but for now its the best option I know of), and I will finally fix a lot of the annoying bugs, make the code readable, up to the Java standards, compatible, efficient, and make a mod/extension api, to make users able to add their own features they'd like! But, that is an awful lot of work and something I could definitely not make, especially considering I am way more busy than when I started SoniPlane originally, so to try do that all AND make sure it WORKS 100%, would take even up to one YEAR!
I don't know about you, but that's awfully long and that's exactly the reason why I ask YOU to help make this a thing faster! In other words, I am inviting you to join a core development team to work on SoniPlane and possibly specify in certain areas, such as UI, Graphics, API, core, additional features. Anyone with some expertise with Java is eligible to join the team (except for the graphics people, who need to be able to draw something half-decent), and will have to have something to show they are capable of working on SoniPlane in any form. I will keep the team size at first small, so I have less people to deal with and can coordinate more.
So, what are my plans? well, I mentioned some stuff earlier, but here is more complete list:
- Launcher tool that can check everything is correct, see if there is updates, open up a downloader tool if updates are needed, and load SoniPlane itself along with needed mods and extensions and whatnot.
- API to allow modification of almost anything in SoniPlane, and include most functions the user would need (to minimize need for Java supplied functions, you see why later)
- Mod Database, so the users can submit their modifications for others to use. Also would need checking to reject mods which use SoniPlane directly or most Java functions (some would need to be allowed, such as String's)
- Automatic error reporting (with option to turn off) and troubleshooting guide for common issues.
- Proper Javadocs, and easily readable online source code (also hopefully an easy way to see what changed since last version)(Github is fine but its clunky and ugly to some extent)
- Completely rewritten engine and better way of handling [input everything here].
- Java versions of compressors (gets rid of the need for WINE on Linux and OSX)
- Cross-platform compatibility.
- Easy-to-use UI and window handling.
- Graphics that don't look horrible and/or bland.
I don't expect to do a release anytime soon, nor would I expect constant work towards SoniPlane, but I aim towards releasing the tool as soon as possible with still keeping quality at the best. If you want to ask me further questions, I am occasionally at IRC; irc.badnik.net #ssrg - or just message me here!
18 March 2015 - 03:32 PMEverything I said above was an honest opinion with no sarcasm or hidden meaning implied, the excessive use of exclamation marks is simply there to convey my excitement for his work.
*snip* charades usually are humorous.
Damnit, someone else has already proved my idea possible! How do infinite looping levels work by the way, does it involve a huge rewrite in the level engine with chunks being overwritten on the fly?
More or less just changing the level position, and moving all the necessary objects (aka those which you could see on screen later on the loop again, and players), and you are usually set. Sometimes you may need to load the tiles in, but to give correct looping effect that should not be necessary.
16 March 2015 - 04:44 AMExiting out of the maze can make you go on areas which read incorrect RAM for layout data, which so happens to be garbage. The actual layouts are loaded on RAM and displayed as you move, while you go out of bounds you find random broken things. The stage does not have any actual objects, aside from Sonic, so they will follow the stage position, and not the stage graphics, so it seems all wonky. The HUD is likely something unimplemented on the stage, I don't know why its there, but likely for no purpose, just leftover. I am not sure if being on the stage for 10 minutes will kill you, its something to look into.
21 February 2015 - 02:23 AMFuck yes! We will finally have a working sprite mappings editor? The UI looks kinda messy, but that may just be because we can't try it in action.
09 February 2015 - 07:40 AMThe issue is how large the games are and how much they are hardcoded and placed in code. However I can help you research this and test in action for accuracy. I have some knowledge of this and have ported some code from the original game which also contains some of the mask sizes, and as well can probably track down all the changes. I can also try to make a code to display the bounds of a hitbox ingame, albeit it wont be easy task. Overall I can see if I can help somewhat