E02 Multiplatform 2D Game Engine and Sonic the Hedgehog Example Game 12.11.13 major updates
#31
Posted 18 November 2012 - 02:36 AM
#32
Posted 18 November 2012 - 04:32 AM
I'm certainly capable of making videos of specific features of the level, tile, object, and sprite editors, for example, but player, enemy, item, and event creation, for example, are very much code-driven, and there is no better illustration of how that's done than the working and thoroughly-commented scripts in the Sonic Example Game
I can help you find your way around and figure out the specifics of any particular feature, but you'll have to tell me exactly what you're doing and ask me specific questions. First of all, you need to choose a place to start. If you haven't, that's probably a major reason you seem to be overwhelmed by E02. I couldn't even begin to tell you what to do, because I don't even know if you're primarily interested in graphics, layout, coding for core gameplay, enemies and objects...
While we're on the subject, though, I guess I can throw this old and extremely basic one out there, for all the good it'll do right now:
That illustrates, very quickly and very briefly, loading level files that aren't directly integrated into a game (which you don't really need to do if you're just starting out and using the example), and importing new art (that's already correctly formatted) into an existing level
If everyone that wants to look into using E02 will tell me exactly what they're interested in trying to do at this moment, I can start making comments and consider other options. I can't guarantee anything particularly fancy for right now, though, since I'm actually about to start a job that will occupy the majority of my time
#33
Posted 18 November 2012 - 01:51 PM
EDIT: Heads-up. E02 hung when downloading common.def for the Sonic template.
#34
Posted 18 November 2012 - 07:38 PM
AerosolSP, on 18 November 2012 - 01:51 PM, said:
AerosolSP, on 18 November 2012 - 01:51 PM, said:
AerosolSP, on 18 November 2012 - 01:51 PM, said:
#35
Posted 18 November 2012 - 08:12 PM
A level editor that feels less like an Intellivision interface and more ui intuitive. Something at least more resemblent of say Game Maker's level editor. The tile selection screen you have now is a nightmare. It is also straining to work with 8x8 tiles all the time. Or maybe there's a way to work with larger chunks? If there is, it is certainly not easy to find. I couldn't even figure out how to place objects, or if that is even a concept.
More sound features. Ogg support is a great step up. I'd like to see rate control (pitch), maybe support for loop points. And dare I say vgm/vgz support?
While it appears to already be more capable than the Genesis at graphics, I'd still like to have more room to work with since, you know, this isn't really the Genesis. Instead of just a few planes, move a bit closer to the modern paradigm, and have layers. Even if it's just 16 non-specific layers it'd be much better.
Anything to make scripting more accessible. I can write code, but I can't write in what is basically assembly.
#36
Posted 18 November 2012 - 10:47 PM
Stealth, on 17 November 2012 - 11:25 PM, said:
Yeah, but... when you start up E02 it brings up a "checking for updates" menu and it downloads something, that, at a glance, seems like it would be the newest version of the game. It's not entirely clear that you have to manually select update from the menu or that is what that menu option even does. For all I knew, that was just text saying what was contained in the update, not the update itself.
Stealth, on 17 November 2012 - 11:25 PM, said:
I actually ran in to a problem with the HBB yesterday where it kept claiming the file I downloaded (eDuke32, I think) had an update even though I could sit there and keep clicking "update" forever. I notice ZSNES, VBA and FCEU all keep telling me there are updates when I launch in to them but HBB says I am up to date.
Stealth, on 17 November 2012 - 11:25 PM, said:
I've just fixed it, but it unfortunately won't do you or anyone else who's already done the in-program update much immediate good. You'd have three options- wait for the Homebrew Browser people to catch up and update from there, delete E02 (which, if not done manually, would delete all downloaded games too), re-download the old Homebrew Browser version, and then perform the in-program update again, or perform a manual install from the manual download package, which never had an error
The reason I reported it the way I did is because I did not realize I actually had to download something other than Mettrix. In a way, it turned in to a happy accident that I ended up being right and the files were not yet up to date. :P
Stealth, on 17 November 2012 - 11:25 PM, said:
We're only human and can only report what we experience, Stealth. I apologize that I am not providing the "professional quality" bug reports you obviously are expecting. :P
For what it's worth, I have never been a fan of the download system you have in place here - it is confusing and needlessly complicates the process of playing these games. I suppose it is nice to have a system that updates itself to the most recent version, but it does not seem to be user friendly at all.
Playing more of it on the Wii version, I am legitimately surprised at these loading times. I know they'd be less than a quarter of this if I was playing it on a PC, but for the fidelity on display here, a 5-7+ second load time to get in to a level seems rather excessive. It also happens whenever you die, enter or exit a special stage, or change acts, though seemingly not quite as severe as that initial load.
I am also not a fan of the fact that if I use a Gamecube controller, I am relegated to using the tiny, uncomfortable d-pad instead of the analog stick. I like to save on batteries for my Wiimote whenever I can, but this is not an elegant solution. Trying to use a Classic Controller Pro as I type this, the d-pad on that cannot be used to control the game, either. Wiimote or bust, it seems, even though the rest of the buttons on the CC Pro work (this is not a dramatic surprise as other homebrew apps have trouble with the CC Pro, too - something about it is different vs. the regular CC).
Also: real disorienting that you go from holding the Wiimote like a NES controller in the game itself to vertical position for the main E02 menu.
Most of the other problems I have aren't really relevant to E02 as an engine, but I will say this: this is a pretty mean level. Tons of enemies, underwater sections without tons of air, etc. I very nearly got a game over.
#37
Posted 18 November 2012 - 10:51 PM
Mr Lange, on 18 November 2012 - 08:12 PM, said:
Mr Lange, on 18 November 2012 - 08:12 PM, said:
Also, I'm not exactly sure what you mean by "intellivision", unless you're commenting on the graphics in the video above, which I threw together with extreme haste just because I needed something for illustrating technical matters other than graphics capability. The editor interface shown in the video is also the old interface, which has been replaced by a new larger and better-looking one as of this newest release. Even that is far from the end of the story
Mr Lange, on 18 November 2012 - 08:12 PM, said:
Mr Lange, on 18 November 2012 - 08:12 PM, said:
Mr Lange, on 18 November 2012 - 08:12 PM, said:
Mr Lange, on 18 November 2012 - 08:12 PM, said:
Mr Lange, on 18 November 2012 - 08:12 PM, said:
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Long story short, though- yeah, I'm not in a position to discuss future features right now. I can't even take much time to think adequately about the plans I've already made. If you have specific questions regarding the use of the current version of E02, I can probably help you. It will be even simpler to use in the future, but getting started now ensures that you will have already learned the most important aspects of the system and will already have a jump on getting your project done. If you apply yourself, you may even be able to complete something entirely before I'm able to make the next release
#38
Posted 18 November 2012 - 11:09 PM
BlazeHedgehog, on 18 November 2012 - 10:47 PM, said:
BlazeHedgehog, on 18 November 2012 - 10:47 PM, said:
BlazeHedgehog, on 18 November 2012 - 10:47 PM, said:
BlazeHedgehog, on 18 November 2012 - 10:47 PM, said:
If you'd like to be able to skip straight into the game, and this is something that I was expecting that the majority of developers would have done anyway, you can make a separate install of E02 for each game, and change the name of the game's ".gdf" file to "default.gdf", and that game will load right away when you start E02. No loader interface (unless you press, again on the Wii, the home button)
BlazeHedgehog, on 18 November 2012 - 10:47 PM, said:
BlazeHedgehog, on 18 November 2012 - 10:47 PM, said:
BlazeHedgehog, on 18 November 2012 - 10:47 PM, said:
BlazeHedgehog, on 18 November 2012 - 10:47 PM, said:
#39
Posted 18 November 2012 - 11:29 PM
BlazeHedgehog, on 18 November 2012 - 10:47 PM, said:
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I should also add that, to an extent, load time can be reduced by "packing" the game. This will remove all comments and whitespace from the scripts (which greatly increase the size of the files used in the Sonic template due to formatting and detailed commenting), and convert functions to a format that requires even less processing. The actual amount of time shaved off will depend heavily on how much of that sort of excess space/pre-processing can be removed. The Sonic Example is, obviously, distributed non-packed so that it can be modified, built onto, and harvested for functionality
#40
Posted 19 November 2012 - 08:27 PM
By loop point support, I also mean recognizing loop points for triggering events by script. But its not that important.
If you're going to stick with XM support, then I'd recommend supporting the other common tracker formats as well. XM is limited compared to some of the other common ones.
#41
Posted 19 November 2012 - 09:45 PM
Mr Lange, on 19 November 2012 - 08:27 PM, said:
Mr Lange, on 19 November 2012 - 08:27 PM, said:
#42
Posted 23 November 2012 - 10:17 AM
This second one might be the start of what some people have been looking for. It's a general walk-through of different parts of E02. There's too much to cover very many specifics all at once, so this is more just for getting oriented. You should end up with a slightly better idea of how to find your way around
I don't know how much time I have for these right now, so I can't say how many are coming, and when. I hope what I do manage to get out will be of some use :P
#43
Posted 23 November 2012 - 12:00 PM
Stealth, on 19 November 2012 - 09:45 PM, said:
IT is actually noticeably more advanced, although the fact that your XM support only has 16 channels makes some of IT's advancements useless [NNAs and 64 channel support], but IT itself supports resonant filters, more than one note to play at once per-channel through NNAs [requiring quite a bit of extra channels per-channel], pitch envelopes [that IIRC can be also instead used as filter envelopes], and 64 main channels. None of these features are in standard FT2 XM, but all of them are in standard IT. Supporting IT would drive the CPU reqs up quite a bit though.
Mind you, I use MilkyTracker to track, so I just stick with my XMs [and since I tend not to go over 8 channels anyway, I'm not too worried about the 16ch limit], but IT is a much more powerful format. It's the most powerful of the big 4 classic module formats [XM/MOD/IT/S3M] before including any nonstandard extensions, with XM being the second-most.
#45
Posted 23 November 2012 - 10:37 PM
null1024, on 23 November 2012 - 12:00 PM, said:
null1024, on 23 November 2012 - 12:00 PM, said:
AerosolSP, on 23 November 2012 - 03:17 PM, said:

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