Sonic and Sega Retro Message Board: PROSONIC IS NOW OPEN SOURCE - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 36 Pages +
  • 1
  • 2
  • 3
  • 4
  • 5
  • Last ►
    Locked
    Locked Forum

PROSONIC IS NOW OPEN SOURCE The ProSonic Engine topic

#31 User is offline Ritz 

  Posted 17 July 2008 - 07:58 PM

  • Subhedgehog
  • Posts: 3658
  • Joined: 01-January 06
  • Gender:Not Telling
  • Location:Glimmering Cornhole Zone
  • Wiki edits:2

View Postjman2050, on Jul 17 2008, 03:53 PM, said:

But this is what happens with every sort of game making tool out there. It's gonna take time for the program's worth to manifest itself in the results, and until then it's mostly a crapshoot. Tracking the progress of several different game creation utilities (and working on one currently), both popular and otherwise, tells me this is true.

I'm not quite sure what you're trying to prove now, but I'm sure saxman finds it quite disheartening that you have so little faith in him, considering that he's had nearly a whole decade to perfect his craft.

#32 User is online jman2050 

Posted 17 July 2008 - 09:36 PM

  • Teh Sonik Haker
  • Posts: 615
  • Joined: 10-December 05
  • Wiki edits:4

View PostRitz, on Jul 17 2008, 08:58 PM, said:

View Postjman2050, on Jul 17 2008, 03:53 PM, said:

But this is what happens with every sort of game making tool out there. It's gonna take time for the program's worth to manifest itself in the results, and until then it's mostly a crapshoot. Tracking the progress of several different game creation utilities (and working on one currently), both popular and otherwise, tells me this is true.

I'm not quite sure what you're trying to prove now, but I'm sure saxman finds it quite disheartening that you have so little faith in him, considering that he's had nearly a whole decade to perfect his craft.


Then that's his problem, not that you should be speaking for him anyway.

#33 User is offline muteKi 

Posted 18 July 2008 - 12:37 AM

  • Fuck it
  • Posts: 7427
  • Joined: 03-March 05
  • Gender:Male
  • Wiki edits:91

View PostChimpo, on Jul 17 2008, 05:02 PM, said:

View PostTweaker, on Jul 17 2008, 11:54 AM, said:

I strongly believe ProSonic is the best name for the engine that you came up with—everything else sounds more or less tacky. If you have to rename the engine no matter what, then I guess that's what you have to do, but I don't think you'll get as strong a response as you would with the "ProSonic" moniker.


ProSonic sounds eh.

Blast Engine sounds FUCK YEAH! BLAST PROCESSING!


I do wish to make it known that I fully support this sentiment. I don't think it sounds especially corny or cheesy given the noted origin.

#34 User is offline Tiberious 

Posted 18 July 2008 - 12:09 PM

  • Yeah, I'm furry. Got a problem?
  • Posts: 559
  • Joined: 18-August 03
  • Wiki edits:1
Would XBox porting be a possibility?

Yes, it's a fairly selfish question, but it would make it really compete with (or flat-out DEFEAT) Retro Sonic for the title of 'best engine'. The latter saw a DC release for a demo, so I'm rather confident this is doable.

#35 User is offline P.P.A. 

Posted 18 July 2008 - 12:14 PM

  • SONIC 2 SUCKS, SONIC CD FOREVER
  • Posts: 644
  • Joined: 09-February 08
  • Gender:Male
  • Location:Germany
  • Project:Sonic MD (Currently: Art for Zone 3)
  • Wiki edits:21
How about a PSP port if we're fantasizing about such things? The PSP has great controls, relatively easy homebrew access (remind me to mod mine once I get home) and can also output its signal to a TV.

#36 User is offline Delta 

Posted 18 July 2008 - 01:49 PM

  • Posts: 367
  • Joined: 11-January 03
  • Gender:Male
  • Location:California
  • Wiki edits:47
I think Saxman has said before that ProSonic will be open-source, so people can port it to whatever platform they want.

#37 User is offline Power Hedgehog 

Posted 18 July 2008 - 05:12 PM

  • Posts: 18
  • Joined: 18-July 08
  • Gender:Male
  • Location:Chicago, IL (USA)
  • Project:Sonic GEDA
  • Wiki edits:1
All I know is, I can't wait until a release, because I will most definitely be porting my game into the ProSonic Engine. Saxman, keep up the good work. :(

#38 User is offline Shoemanbundy 

Posted 20 July 2008 - 03:49 PM

  • Posts: 830
  • Joined: 01-April 07
  • Gender:Male
  • Location:Chicago, Illinois
  • Project:selling shoes
  • Wiki edits:1
I'm still somewhat confused as I can't find any info in the project plans. If we're going to be able to code stuff within this engine and then port it back to roms, exactly how are things coded within this ProSonic? I assume it can't be 68k again as that's no distinct advantage over just using what we've got. Is it some sort of simpler pseudo language, like a basic 68k, or maybe even something similar to Multimedia Fusion? Also, are we on a restricted palette like with the genesis? As I'm sure not all projects are targeted for going back to a rom format.

I'm sorry if this has been mentioned elsewhere already and I overlooked it.

#39 User is offline GasparXR 

Posted 20 July 2008 - 05:21 PM

  • I'm back!
  • Posts: 425
  • Joined: 12-April 08
  • Gender:Male
  • Location:Espanola, Ontario, Canada
  • Project:Super Mario XR
  • Wiki edits:29
http://forums.sonicretro.org/index.php?sho...ic=9104&hl=

That should answer your questions.

#40 User is offline saxman 

Posted 20 July 2008 - 05:33 PM

  • Oldbie
  • Posts: 2625
  • Joined: 08-April 04
  • Gender:Male
  • Location:United States of America
  • Wiki edits:136

View PostGasparXR, on Jul 20 2008, 06:21 PM, said:



Actually, I would disregard the outline I wrote in 2007. It no longer reflects accurately the direction of the engine.

There aren't any 64 color limitations. The first public release will only use 256 colors, but future releases will be able to use 16-bit color. The engine supports high color modes, but they're broken at the moment and likely won't be fixed in time.

I'm still working out the nuts and bolts of the scripting language. I don't wanna get too optimistic about it just yet. I will be detailing it in the coming weeks though, so keep an eye out for that. I know that's not much clearer, but I can tell you it won't be anything like Multimedia Fusion (at least not in the first engine release). I will also say the engine won't be released without a working form of scripting support. The release date will ride heavily on this one feature. That puts a lot of pressure on me, but I'm making progress one step at a time.

#41 User is offline P.P.A. 

Posted 21 July 2008 - 05:56 AM

  • SONIC 2 SUCKS, SONIC CD FOREVER
  • Posts: 644
  • Joined: 09-February 08
  • Gender:Male
  • Location:Germany
  • Project:Sonic MD (Currently: Art for Zone 3)
  • Wiki edits:21
May I ask, will the engine also be able to support 640x448 resolution? By which I mean not just rescale the normal resolution, but actually be able to output hi-res graphics?

#42 User is offline saxman 

Posted 21 July 2008 - 11:39 AM

  • Oldbie
  • Posts: 2625
  • Joined: 08-April 04
  • Gender:Male
  • Location:United States of America
  • Wiki edits:136

View PostP.P.A., on Jul 21 2008, 06:56 AM, said:

May I ask, will the engine also be able to support 640x448 resolution? By which I mean not just rescale the normal resolution, but actually be able to output hi-res graphics?


It can support whatever your graphics drivers will support. Will your computer support 640x448? I can't guarentee that. If I remember correctly, modes like 320x224 and such don't handle well under DOS, but may handle fine under Windows full screen and windowed. It depends on the drivers, the OS, and your graphics card or IC itself. So my answer is, it's not a limitation of my engine so much is the limitations of whatever your computer and configurations will allow.

BTW, resolutions in the engine do not rescale anything, they only open up the play area more (or less). If what you want means doubling the size of all the graphics and having it not look blocky, the engine doesn't do that. That's something it could do down the road, but it's not on my to-do list.

#43 User is offline P.P.A. 

Posted 21 July 2008 - 11:45 AM

  • SONIC 2 SUCKS, SONIC CD FOREVER
  • Posts: 644
  • Joined: 09-February 08
  • Gender:Male
  • Location:Germany
  • Project:Sonic MD (Currently: Art for Zone 3)
  • Wiki edits:21
I actually considered making a hi-res game. Keeping the same proportions of the MD games, just everything twice as big and more detailed.

#44 User is offline saxman 

Posted 21 July 2008 - 12:08 PM

  • Oldbie
  • Posts: 2625
  • Joined: 08-April 04
  • Gender:Male
  • Location:United States of America
  • Wiki edits:136

View PostP.P.A., on Jul 21 2008, 12:45 PM, said:

I actually considered making a hi-res game. Keeping the same proportions of the MD games, just everything twice as big and more detailed.

The engine being used by S2HD would probably be your best bet. ProSonic isn't going to do that anytime soon. I just don't think it's a feature a whole lot of people are all that interested in. I think everyone will think it'd be a cool feature, but I don't think many people would care to take advantage of it. That's my reasoning for not pushing for it.

#45 User is offline P.P.A. 

Posted 22 July 2008 - 09:42 AM

  • SONIC 2 SUCKS, SONIC CD FOREVER
  • Posts: 644
  • Joined: 09-February 08
  • Gender:Male
  • Location:Germany
  • Project:Sonic MD (Currently: Art for Zone 3)
  • Wiki edits:21
Ah ok, thanks. Less work for me I guess. Seeing how long I take just doing the normal res graphics I guess I'd be dead by the time I'd finished a game with twice the detail. :p

Now I wanted to ask you something else but I forgot what it was.
This post has been edited by P.P.A.: 22 July 2008 - 09:42 AM

  • 36 Pages +
  • 1
  • 2
  • 3
  • 4
  • 5
  • Last ►
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users