Fangame engines? Which one? Seasoned fangame-makers, help out.
#16
Posted 01 April 2012 - 04:06 PM
Well he wants something to use right now. Mobius Engine might not even be finished this year, it's too early to tell when it's going to be finished!
#17
Posted 01 April 2012 - 04:12 PM
Also, it would be nice in general to get the pros and cons of each available engine. With Mobius, we don't even know yet.
#18
Posted 01 April 2012 - 04:14 PM
So, does E02 come with Sonic physics allready programmed in, or if I were to get it, would I have to make Sonic, springs, rings, ect. myself?
#19
Posted 01 April 2012 - 04:18 PM
Springs, rings, etc. aren't part of Sonic physics. They are just actors.
I'm pretty sure the Sonic template comes with most of those things though.
I'm pretty sure the Sonic template comes with most of those things though.
This post has been edited by DimensionWarped: 01 April 2012 - 04:19 PM
#20
Posted 01 April 2012 - 04:20 PM
There's a template Sonic game available for download, which has monitors, rings, springs, elemental shields, Sonic, Masher and Motobug functionality. Could edit that, I suppose. If you're not stupid like me and can figure out where to start. ^^;
#21
Posted 01 April 2012 - 05:24 PM
DimensionWarped, on 01 April 2012 - 04:18 PM, said:
Springs, rings, etc. aren't part of Sonic physics. They are just actors.
I'm pretty sure the Sonic template comes with most of those things though.
I'm pretty sure the Sonic template comes with most of those things though.
Sorry. I worded that poorly. And I do know that objects are seperate from Sonic physics.
Jayextee, on 01 April 2012 - 04:20 PM, said:
There's a template Sonic game available for download, which has monitors, rings, springs, elemental shields, Sonic, Masher and Motobug functionality. Could edit that, I suppose. If you're not stupid like me and can figure out where to start. ^^;
Okay.
So, I don't have any experience with E02, but I have made several different games over the years. Do you not know where to start with E02, or with making a game in general?
#22
Posted 01 April 2012 - 05:28 PM
It's E02.
I can use SonEd2, I put together a certain zone that made it to S-Factor (from my old hack, Sonic One):
I've used The Games Factory before - and still have the disc, nearby. Very easy, but also very limited. I'm aware this evolved to MMF upon which Sonic Worlds is based. I just don't know what I'm looking at with E02, it's like a weird version of SonEd I don't understand. It's not like taking a Sonic zone and scribbling new graphics then making a level, it just confuses me. I literally don't know where to start and want to look for more user-friendly alternatives.
I can use SonEd2, I put together a certain zone that made it to S-Factor (from my old hack, Sonic One):
I've used The Games Factory before - and still have the disc, nearby. Very easy, but also very limited. I'm aware this evolved to MMF upon which Sonic Worlds is based. I just don't know what I'm looking at with E02, it's like a weird version of SonEd I don't understand. It's not like taking a Sonic zone and scribbling new graphics then making a level, it just confuses me. I literally don't know where to start and want to look for more user-friendly alternatives.
#24
Posted 01 April 2012 - 09:18 PM
Jayextee, on 01 April 2012 - 05:28 PM, said:
It's E02.
I can use SonEd2, I put together a certain zone that made it to S-Factor (from my old hack, Sonic One):
I've used The Games Factory before - and still have the disc, nearby. Very easy, but also very limited. I'm aware this evolved to MMF upon which Sonic Worlds is based. I just don't know what I'm looking at with E02, it's like a weird version of SonEd I don't understand. It's not like taking a Sonic zone and scribbling new graphics then making a level, it just confuses me. I literally don't know where to start and want to look for more user-friendly alternatives.
I can use SonEd2, I put together a certain zone that made it to S-Factor (from my old hack, Sonic One):
I've used The Games Factory before - and still have the disc, nearby. Very easy, but also very limited. I'm aware this evolved to MMF upon which Sonic Worlds is based. I just don't know what I'm looking at with E02, it's like a weird version of SonEd I don't understand. It's not like taking a Sonic zone and scribbling new graphics then making a level, it just confuses me. I literally don't know where to start and want to look for more user-friendly alternatives.
Understood. Well, I know I've been working on my own Sonic game in Game Maker for years now... but everytime I seem to get somewhere, the game seems to reach a point where it's really difficult to continue to work on, or it suffers from slowdown... so, I'm looking for alternate solutions as well. I was thinkin' about goin' for E02, but if it's that confusing, I'm not sure if it's worth my time...
#25
Posted 01 April 2012 - 09:38 PM
Lambda, on 01 April 2012 - 09:18 PM, said:
but everytime I seem to get somewhere, the game seems to reach a point where it's really difficult to continue to work on, or it suffers from slowdown... so, I'm looking for alternate solutions as well. I was thinkin' about goin' for E02, but if it's that confusing, I'm not sure if it's worth my time...
Slowdowns, you say? Have you tried keeping all instances deactivated globally, only re-enabling objects within the camera? (You could also do the reverse, which is explained in Game Maker's manual, but multiplayer splitscreen isn't possible that way.) It's the easiest way to cut down on lag, and so far my own GM engine in version 5.3a runs fairly well for both players at 60FPS. Bloat is also a huge problem too, so I would advise against using Damizean/RogueRoshi's version of their engine; the original Sonic 360 example is your best bet for maintaining control while only implementing what features you need for your game.
This post has been edited by .Luke: 01 April 2012 - 09:39 PM
#26
Posted 01 April 2012 - 10:16 PM
When I originally made a thread last August about which program to use, I chose Construct because I was very impressed by the program. However, the lack of tutorials was insanely frustrating, Construct Classic was no longer going to be worked on by the team who created it, and Construct 2 was inferior to Construct Classic at the time. Not to mention I found out on their official forum that big projects end up having serious issues overtime (which reminds me of some issues lots of people have with Game Maker).
While I was originally going to try to make a sequel to Tails Adventure, those plans fell through due to various reasons and now I'm interested in making a Sonic fangame with Genesis styled physics. I'm pretty impressed with Sonic Classic, Sonic Axiom, and Sonic Classic, so I just assumed my current best option is to go with MMF2. After reading this thread though, I'm wondering if I should look toward different engines but all of the potentially really damn good ones sound like they won't be ready for quite some time.
While I was originally going to try to make a sequel to Tails Adventure, those plans fell through due to various reasons and now I'm interested in making a Sonic fangame with Genesis styled physics. I'm pretty impressed with Sonic Classic, Sonic Axiom, and Sonic Classic, so I just assumed my current best option is to go with MMF2. After reading this thread though, I'm wondering if I should look toward different engines but all of the potentially really damn good ones sound like they won't be ready for quite some time.
#28
Posted 02 April 2012 - 01:26 AM
I'd strongly suggest Mercury's engine... he's very knowledgable...
I'm just building my own... ironically enough we both use Game Maker...
And before people start attacking me with the "Game Maker isn't good" bullshit.
I understand you have your opinions on programs, and I know GML is not the best... but did you ever consider that part of the reason it doesn't work is simply because its not up your alley? Or just not your preference?
Mercury's works flawlessly for me (The SAGE demo that is.) AND mine is working just fine for me. (Game Maker, despite all its flaws, has been great for me for over 10 years) I know its just me, and not everyone else, but I don't have what you would call a gaming computer, so I'm assuming most of you have better systems than myself.
It's just as fine as anything else... I'd suggest, if using Game Maker... start with Damizean's engine. It's not the best, but its good to build off of.
If not, then perhaps the Mobius engine (which is currently in development, I believe) or E02 by Stealth... a couple that I heard mentioned.
BTW Game Maker is $20 for Pro. Which is fine, but those fuckers seem to throw roadblock after roadblock in front of you when you want to get the supposed free upgrade, after already purchasing the previous version... so that's the only downside.
I'm just building my own... ironically enough we both use Game Maker...
And before people start attacking me with the "Game Maker isn't good" bullshit.
I understand you have your opinions on programs, and I know GML is not the best... but did you ever consider that part of the reason it doesn't work is simply because its not up your alley? Or just not your preference?
Mercury's works flawlessly for me (The SAGE demo that is.) AND mine is working just fine for me. (Game Maker, despite all its flaws, has been great for me for over 10 years) I know its just me, and not everyone else, but I don't have what you would call a gaming computer, so I'm assuming most of you have better systems than myself.
It's just as fine as anything else... I'd suggest, if using Game Maker... start with Damizean's engine. It's not the best, but its good to build off of.
If not, then perhaps the Mobius engine (which is currently in development, I believe) or E02 by Stealth... a couple that I heard mentioned.
BTW Game Maker is $20 for Pro. Which is fine, but those fuckers seem to throw roadblock after roadblock in front of you when you want to get the supposed free upgrade, after already purchasing the previous version... so that's the only downside.
#29
Posted 02 April 2012 - 02:03 AM
There sure is a lot of talk about E02 in this thread. That makes me happy
The following "I give up"s make me sad. You guys do know I have both a support forum and an IRC channel for it, right?
I admit, I'm starting to see the problem with the documentation. What I call "Getting Started" now used to be called "General Notes" or something like that, but I changed the name because I figured it would prompt people to look there first to find out all of the basic important notes and get the lists for where all of the major pieces of functionality are documented. After watching just how that went over for a while (everyone is confused, hardly anyone asks questions), I've come to realize that what I apparently need to add is a "FAQ" area that's built more like a general tutorial. That isn't exactly going to be the easiest thing in the world, though, probably, since it isn't exactly like E02 is built only for Sonic games, for example. I could probably write a Sonic tutorial in addition, but documentation isn't exactly my strong point, and I would have to know what questions need answering. Obviously, I know exactly how E02 works and what to do to get what I want out of it, so I have a major disadvantage here
If any of you are still interested in figuring out how to use E02, you're always welcome to ask for help at either of these two places:
http://stealth.hapisan.com/Forums
irc.badnik.net #OC
I was actually working on E02 and the Sonic Template right at the moment I was made aware of this thread. The template I publicized a while back is a terrible mess; it does special things that you have to knock out just to get a normal level going, and the script format is hideous because it hadn't been updated for all the neat new features I've added to E02's script system. It has now- all existing scripts have been converted to make full use of the new script parser features, including features that have been implemented since the last update. Unfortunately, that means that I can't just upload the whole thing right this moment because the new version of E02 still needs some work before it can be released, and that's not to mention the other enhancements I need to add/finish in the template update. It's going to be a whole lot better, though
For a minor example, you'll see something like this in the currently-released scripts:
Whereas the same thing can now be (and is now) expressed as:
So as far as comparisons and expressions go, things should be a whole lot easier to read/write and scare far fewer people. Many numbers have been replaced with text for the same reason
I don't know when this update is actually going to be ready, but again, if you're already looking into E02 and can't figure out what to do with it, just see me at either of those places and ask whatever questions you have. It will help you get a start on E02 now so that you don't have to wait, and it will help me get a handle on what needs to be addressed in the documentation
The following "I give up"s make me sad. You guys do know I have both a support forum and an IRC channel for it, right?
I admit, I'm starting to see the problem with the documentation. What I call "Getting Started" now used to be called "General Notes" or something like that, but I changed the name because I figured it would prompt people to look there first to find out all of the basic important notes and get the lists for where all of the major pieces of functionality are documented. After watching just how that went over for a while (everyone is confused, hardly anyone asks questions), I've come to realize that what I apparently need to add is a "FAQ" area that's built more like a general tutorial. That isn't exactly going to be the easiest thing in the world, though, probably, since it isn't exactly like E02 is built only for Sonic games, for example. I could probably write a Sonic tutorial in addition, but documentation isn't exactly my strong point, and I would have to know what questions need answering. Obviously, I know exactly how E02 works and what to do to get what I want out of it, so I have a major disadvantage here
If any of you are still interested in figuring out how to use E02, you're always welcome to ask for help at either of these two places:
http://stealth.hapisan.com/Forums
irc.badnik.net #OC
I was actually working on E02 and the Sonic Template right at the moment I was made aware of this thread. The template I publicized a while back is a terrible mess; it does special things that you have to knock out just to get a normal level going, and the script format is hideous because it hadn't been updated for all the neat new features I've added to E02's script system. It has now- all existing scripts have been converted to make full use of the new script parser features, including features that have been implemented since the last update. Unfortunately, that means that I can't just upload the whole thing right this moment because the new version of E02 still needs some work before it can be released, and that's not to mention the other enhancements I need to add/finish in the template update. It's going to be a whole lot better, though
For a minor example, you'll see something like this in the currently-released scripts:
# 105 ;If Chr0 = Const (Player only pushes when he's on the path mode matching his gravity direction) : A2 ;(Chr0) Player_Path_Mode : 0 ;(Const) Floor Path
Whereas the same thing can now be (and is now) expressed as:
~If _Player_Path_Mode == _PPM_Floor ;Player only pushes when he's on the path mode matching his gravity direction
So as far as comparisons and expressions go, things should be a whole lot easier to read/write and scare far fewer people. Many numbers have been replaced with text for the same reason
I don't know when this update is actually going to be ready, but again, if you're already looking into E02 and can't figure out what to do with it, just see me at either of those places and ask whatever questions you have. It will help you get a start on E02 now so that you don't have to wait, and it will help me get a handle on what needs to be addressed in the documentation
#30
Posted 02 April 2012 - 02:18 AM
TheKazeblade, on 01 April 2012 - 05:40 PM, said:
Out of curiosity, what language is E02 coded in?
Not sure, but I don't think any one answered this. It's in C++ I believe.
I was going to link to some of the material Stealth just mentioned (forums and docs) but it appears he beat me to it by mere minutes, how bizarrely ironic, especially considering how rarely I post. That said, it's better to hear it from the man himself anyway, as he clearly was able to explain a hell of a lot more than I could have. I just want to mention that I not only support but HIGHLY ENCOURAGE use of E02, as it is a superior foundation for making superior fan games, period. As everyone knows, I like to see more high quality fan games, so I seriously recommend E02 as an option.
If you're trying to work your way up to taking off the "training wheels" (creating in C from scratch etc., making super bad ass shit) when it comes to game making, E02 is an excellent next step. Once you master it, it will really improve the quality of your games in ways that MMF2 and game maker simply cannot manage. The advantage you have from being able to directly access it's creator and staff for help (and perhaps even the chance of convincing them add a feature you need) on an informal personal level that you can't get from a big name corporation is a force to be reckoned with, as Stealth just displayed with his incredibly helpful post. Keep that mind when you choose.
This post has been edited by Perfect Chaos Zero: 02 April 2012 - 02:38 AM

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