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AeStHete Engine Thread Site updated; will be posting tools & guides on road to release

#46 User is offline Mercury 

Posted 12 January 2013 - 12:25 AM

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Thanks for the positive words, everyone!

Keep in mind, however, that AeStHete is not a total solution; knowledge of GML is still required to program your own gimmicks, enemies, and so on. It's not a total solution that allows one to drag and drop a Sonic game together! Think of it as a hackable game template with an extensive real-time level editor.

As for Saxman's audio engine, that would indeed be epic! However, I haven't done anything regarding audio with AeStHete, and will leave choice of sound engine up to the user, at least for the first release.

#47 User is offline KingofHarts 

Posted 12 January 2013 - 04:51 AM

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View PostMercury, on 12 January 2013 - 12:25 AM, said:

Thanks for the positive words, everyone!
Keep in mind, however, that AeStHete is not a total solution; knowledge of GML is still required to program your own gimmicks, enemies, and so on.


THIS. Seriously, all. Once you grasp basic GML... its not too difficult to do. I've actually managed to code in quite a few enemies and gimmicks from scratch on my own. The only really difficult part is the movement engine of Sonic, and in relation, certain movements of some badniks... THAT's the real value of this engine for me.

#48 User is offline FeliciaVal 

Posted 12 January 2013 - 06:11 AM

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View PostMercury, on 12 January 2013 - 12:25 AM, said:

Thanks for the positive words, everyone!

Keep in mind, however, that AeStHete is not a total solution; knowledge of GML is still required to program your own gimmicks, enemies, and so on. It's not a total solution that allows one to drag and drop a Sonic game together! Think of it as a hackable game template with an extensive real-time level editor.

As for Saxman's audio engine, that would indeed be epic! However, I haven't done anything regarding audio with AeStHete, and will leave choice of sound engine up to the user, at least for the first release.


well, as far as sound goes, if the program allows you to import .wav or .mp3 or whatever user friendly files, I'm ok with it :v: I don't know about the rest of people, probably they'll like their own sound drivers or whatever...

#49 User is offline KingofHarts 

Posted 12 January 2013 - 08:45 AM

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View PostFeliciaVal, on 12 January 2013 - 06:11 AM, said:

well, as far as sound goes, if the program allows you to import .wav or .mp3 or whatever user friendly files, I'm ok with it :v: I don't know about the rest of people, probably they'll like their own sound drivers or whatever...


Standard Game Maker open source allows for mp3 or wav formats to be inserted, however midi is usually recommended. This is without the use of any .dll's or extensions, and for the kind of stuff we see on Retro, none of the above is really recommended... as A. Game Maker doesn't compress mp3 or wav very well at all, and B. midi sounds so second rate... AND Game Maker will only play one midi file at a single time.

Here is a snippet from the Game Maker help file, describing advanced sound functions. This should give you a relative idea of how basic sound functions work in Game Maker

Quote

First of all you can indicate the kind of sound. Four kinds are possible. Normal sounds are in general used for sound effects in wave files (although they can be used for midi files as well). Multiple normal sounds can play at the same time. You can even play multiple copies of the same sound simultaneously. Background music is similar to normal sounds but only one can play at any moment. So once you start a new background sound, the currently playing one will be stopped. Midi files are default background music. 3D sound is sound for which you can apply 3D settings through special functions. You will only need these for advanced sound effects.
Sound files are normally played through DirectX. This gives many possibilities but is limited to wave and midi files. If you want to play other files, like mp3 files, you should select the option to use the media player. This is much more limited though. No volume changes or effects can be used and only one piece can play at once. Note that midi files, when played through the media player may sound different from playing them as background or normal sounds. The reason is that the media player uses the hardware synthesizer (which is different on each machine) while otherwise a software version is used (which sounds the same on all machines). Preferably don't use mp3 files in your games. They need to be decompressed which takes processing time and might slow down the game. The fact that the file size is smaller does not mean that they use less memory. Also, not all machines support them. So your game might not run on all machines.

Secondly, you can indicate some sound effects, like chorus or echo (only in the Standard Edition of GameMaker!) You can select any combination. You can immediately listen to the results. (When using GML code you can even change the parameters of these effects.)

Also you can indicate the default volume of the sound and whether to pan it to the left or the right speaker.

For all sounds you can indicate whether they should be preloaded or not. When a sound is played it must be loaded into audio memory. If you preload the sound this is done at the start of the game, making it immediately available for playback. When not, it is loaded the first time it is used. This will save memory but might give a small delay the first time the sound is used.

GameMaker does not have a built-in sound editor. But in the preferences you can indicate external editors that you want to use for editing sounds. If you selected these you can press the button labeled Edit Sound to edit the current sound. (The GameMaker window will be hidden while you edit the sound and returns when you close the sound editor.)


Hope that gives any insight at all. Best bet is to browse the Game Maker forums for any music related extensions and whatnot.



#50 User is offline FeliciaVal 

Posted 12 January 2013 - 09:31 AM

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Ah uh...that seems really complicated for me right now, but thanks for the information! I'll take it into consideration if I start making something once the engine is done. Thanks anyways!

#51 User is offline Lapper 

Posted 14 January 2013 - 02:25 PM

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Game Maker is pretty good with supporting basic sound files, you shouldn't have a problem.

I can't wait for a video on this!

#52 User is offline n00neimp0rtant 

Posted 16 January 2013 - 03:48 PM

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How true to the classic game physics would you say your engine is?

#53 User is offline Mercury 

Posted 16 January 2013 - 05:03 PM

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View Postn00neimp0rtant, on 16 January 2013 - 03:48 PM, said:

How true to the classic game physics would you say your engine is?

If you split "physics" into "movement" and "collision" I'd say movement is 100% spot on, but collision is significantly different - or should I say improved. The originals have a number of issues and inconsistencies that I wanted to address.

So in the end, it won't be possible to e.g. record a joypad "movie" of a run through a classic level, import that level into AeStHete and have the same run work exactly. It would de-sync because of minor differences. However for normal play I would say no one will notice anything except for improvements.

For example - play around on the curved edges in Spring Yard Zone. It's not pretty in the classics. In AeStHete, it will be.

By the way, expect a bit of a delay on the video and next updates. Life has a way of inconveniencing me - this time my mum's in the hospital (she should be okay, BTW).

#54 User is offline Greg the Cat 

Posted 16 January 2013 - 05:08 PM

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Ooh. Better collision? Exciting. How much does this affect Sonic's rolling physics and ability to gain momentum?

I'm looking around for an engine to learn how to develop a game in. Maybe I should go back and download Game Maker and work with this.

Maybe I should just start a topic on the project and ask what the best engines are in terms of programmer friendliness and capability of game genre development.

#55 User is offline FeliciaVal 

Posted 16 January 2013 - 05:23 PM

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View PostGreg the Cat, on 16 January 2013 - 05:08 PM, said:

Ooh. Better collision? Exciting. How much does this affect Sonic's rolling physics and ability to gain momentum?

I'm looking around for an engine to learn how to develop a game in. Maybe I should go back and download Game Maker and work with this.

Maybe I should just start a topic on the project and ask what the best engines are in terms of programmer friendliness and capability of game genre development.


ahh I should do that too...but im still waiting patiently for this engine as well

#56 User is offline Mercury 

Posted 16 January 2013 - 05:39 PM

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View PostGreg the Cat, on 16 January 2013 - 05:08 PM, said:

Ooh. Better collision? Exciting. How much does this affect Sonic's rolling physics and ability to gain momentum?

It won't.

To put a finer point on it: Expect not to get embedded in loops when going really fast (as sometimes happens in Chemical Planet or Hydrocity). Expect not to fly off of curves Sonic should run down over (as sometimes happens in Starlight or Launch Base). Expect not to have Sonic do his balancing animation when on the "seam" between two blocks. Expect Sonic not to be able to be carried by a platform into the ground if he hits it from the corner (as the swinging platforms in Green Hill can do). Expect smoother handling of ground Sonic can jump up through, especially slanted or curved paths. Expect not to be "sucked down" curves that would normally launch Sonic into the air if he takes them from the wrong side (as happens in Green Hill and Emerald Hill). And above all, expect Sonic to take curves without jittering and jumping as he crosses the 45 degree mark between "floor mode" and "wall mode", something which is masked (kinda) in the originals when taken at high speeds but is otherwise painful to watch.

Basically, expect a Sonic engine playtested by Adrian Monk. =P

#57 User is offline Greg the Cat 

Posted 16 January 2013 - 05:43 PM

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Ah. Not even a little? Oh well. It's just good to not get caught on weird level geometry. That's all that matters in an otherwise perfect Sonic engine.

#58 User is offline Mercury 

Posted 16 January 2013 - 06:05 PM

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View PostGreg the Cat, on 16 January 2013 - 05:43 PM, said:

Ah. Not even a little? Oh well. It's just good to not get caught on weird level geometry. That's all that matters in an otherwise perfect Sonic engine.

Am I missing something? This sounds a little disappointed. Isn't a good thing that Sonic's rolling physics won't be affected?

#59 User is offline Greg the Cat 

Posted 16 January 2013 - 06:13 PM

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Not disappointed. I didn't mean to sound that way. If it's as 95% as you've shown to original Sonic plus improvement, that's excellent.

#60 User is offline jasonchrist 

Posted 16 January 2013 - 09:15 PM

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View PostMercury, on 16 January 2013 - 05:39 PM, said:

View PostGreg the Cat, on 16 January 2013 - 05:08 PM, said:

Ooh. Better collision? Exciting. How much does this affect Sonic's rolling physics and ability to gain momentum?

It won't.

To put a finer point on it: Expect not to get embedded in loops when going really fast (as sometimes happens in Chemical Planet or Hydrocity). Expect not to fly off of curves Sonic should run down over (as sometimes happens in Starlight or Launch Base). Expect not to have Sonic do his balancing animation when on the "seam" between two blocks. Expect Sonic not to be able to be carried by a platform into the ground if he hits it from the corner (as the swinging platforms in Green Hill can do). Expect smoother handling of ground Sonic can jump up through, especially slanted or curved paths. Expect not to be "sucked down" curves that would normally launch Sonic into the air if he takes them from the wrong side (as happens in Green Hill and Emerald Hill). And above all, expect Sonic to take curves without jittering and jumping as he crosses the 45 degree mark between "floor mode" and "wall mode", something which is masked (kinda) in the originals when taken at high speeds but is otherwise painful to watch.

Basically, expect a Sonic engine playtested by Adrian Monk. =P

You deserve money for this, Mercury. Sure, you can say "Oh no, I couldn't possibly..." publicly if you want, but you're fucking getting some whether you like it or not!

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