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

#61 User is offline Kharen 

Posted 16 January 2013 - 10:29 PM

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Quote

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


That sounds absolutely fantastic! I was wondering what he's been up to ever since the show ended...

Seriously, though. The part of your description that got me the most interested was the bit about not getting stuck in walls anymore. (That's happened to me far to many times in Starlight Zone.)

I'm a touch curious about something. You started the engine by "translating" the original Genesis code into GML, right? (I'm assuming this because I think it's you who has the thing with the original coding and the equivalents in GML.) Does this mean it would be possible to port it back the other way again and put your engine directly into the original Genesis games? Just an idle thought.

#62 User is offline Mercury 

Posted 17 January 2013 - 11:07 AM

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View PostKharen, on 16 January 2013 - 10:29 PM, said:

I'm a touch curious about something. You started the engine by "translating" the original Genesis code into GML, right? (I'm assuming this because I think it's you who has the thing with the original coding and the equivalents in GML.)

No, actually. AeStHete began many years before I learned anything about ASM, and started by "eyeballing" the original games. Eventually - around the time I posted the Sonic Physics Guides - I was unhappy with the results and found out to use emulators to learn the real physics values from the classics.

The collision system used by AeStHete has gone through dozens of iterations; I tried to solve all the same problems Yuji Naka did while totally unaware of his solutions. While I was mostly unsuccessful until I learned ASM and was able to look at the master's code, my attempts did give me a lot of insight.

Very recently, because things just weren't coming together fast enough, I made the decision to try and make a direct port of the classics' engine just so I could get AeStHete out the door, even though that would mean having all the flaws of the originals. That's where that ASM to GML guide came from; I started it while doing the conversion.

However, during that process I had an epiphany about how to do collision, with my novel methods coming together with the wisdom of the classic games. Thus, all previous attempts can now be considered nothing but research, and AeStHete is now using a collision system that's completely original.

Quote

Does this mean it would be possible to port it back the other way again and put your engine directly into the original Genesis games? Just an idle thought.

Unfortunately, no. Maybe an ASM God could pull out some amazing tricks to apply some of AeStHete's methods to slightly improve on the originals... but as it stands it's way too RAM intensive to run on the Genesis.

On another subject...

View Postjasonchrist, on 16 January 2013 - 09:15 PM, said:

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!

Between doctor / dentist bills and the rising cost of living, I have toyed with the idea of taking donations now and then. I basically work on AeStHete full time, so it would be quite helpful. However, I never felt comfortable doing so, considering that folks have been waiting for the engine since 2009 and I still haven't been able to deliver anything.

Maybe once the first bits and pieces of AeStHete start to be released, I will set up some kind of informal pledge system. I have a bunch of old video game stuff that never sold on eBay that I could use as rewards, too. That's always seemed like too much of a headache, but who knows.

#63 User is offline Lapper 

Posted 17 January 2013 - 02:23 PM

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

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.

Go Mercury! Yeah, I noticed in GMX that Sonic took slopes and curves (what there was of them) very smoothly!

I'm very happy with this having an improved collision engine. Doesn't sound like it will bring anything less than good :D
This'll be wicked indeed.

#64 User is offline n00neimp0rtant 

Posted 22 January 2013 - 02:54 PM

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Couple of questions:

  • Are basic objects like springs, lightposts, and switches going to be pre-implemented?
  • Is our artwork going to have to be on a palette ROM-esque format, or just good ol' .png files?
  • How "hackable" will Sonic's physics/moves be? (read: will I have to undo all your hard work abstracting GM's tools just to get to the part where I can add a homing attack?)
  • Will you consider adding a few "example" scripts for things like badnik behavior and switch events/listeners?
  • Does it actually work at this point in time, or are some elements of that screenshot unimplemented/critically broken/mocked-up?
  • How likely is a monetary donation from yours truly to get a prerelease version into my hands?


#65 User is offline Mercury 

Posted 22 January 2013 - 05:31 PM

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Answers in pink.

View Postn00neimp0rtant, on 22 January 2013 - 02:54 PM, said:

Couple of questions:

  • Are basic objects like springs, lightposts, and switches going to be pre-implemented?

    Absolutely.

  • Is our artwork going to have to be on a palette ROM-esque format, or just good ol' .png files?

    If I have the opportunity to make this as option (or even if I don't, at which point it will still be possible, just take a bit more work on the user's part) you can use either ALL palettised, NO palettised, or a simultaneous mix.

  • How "hackable" will Sonic's physics/moves be? (read: will I have to undo all your hard work abstracting GM's tools just to get to the part where I can add a homing attack?)

    It will be extremely simple to change or extend character behaviour with knowledge of GML. Sonic's behaviour is a state machine. If you can draw a flowchart, you will be able to figure out how to add new moves, etc.

  • Will you consider adding a few "example" scripts for things like badnik behavior and switch events/listeners?

    I consider things like this essential. AeStHete will likely release with the equivalent of a fully working game.

  • Does it actually work at this point in time, or are some elements of that screenshot unimplemented/critically broken/mocked-up?

    No part of it is a mock-up. Everything that can be inferred from that screenshot is 50% complete at the very least.

  • How likely is a monetary donation from yours truly to get a prerelease version into my hands?

    My development process involves implementing different features in separate projects (to avoid Game Maker's long compile time, and also just so I can experiment freely) so there is no extant file with all current progress as of yet. However, maybe we could work something out.



#66 User is offline Azu 

Posted 23 January 2013 - 06:45 PM

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My question is, why Game Maker? (I know why not MultiMedia Fusion 2) I know it's easier than writing a full engine from scratch in C++ or what ever language you would have used.

#67 User is offline Mercury 

Posted 23 January 2013 - 07:18 PM

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View PostAzu, on 23 January 2013 - 06:45 PM, said:

My question is, why Game Maker? (I know why not MultiMedia Fusion 2) I know it's easier than writing a full engine from scratch in C++ or what ever language you would have used.

I was the best option in 2006 when I started and had very little programming experience.

Since then I've learned the ins and outs of GM so thoroughly and made so much progress that I didn't want to throw that out and cause further delays. Once the GM one is released, I will be free to port it to C++ but in the meantime at least some users can benefit from it.

#68 User is offline jasonchrist 

Posted 23 January 2013 - 09:14 PM

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Because of my sheer excitement over this, I'm working like fuck on Hybrid!

Can't bloody wait.

#69 User is offline Mercury 

Posted 23 January 2013 - 09:27 PM

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View Postjasonchrist, on 23 January 2013 - 09:14 PM, said:

Because of my sheer excitement over this, I'm working like fuck on Hybrid!

Can't bloody wait.

Great to hear! I really like the work I've seen you post so far.

#70 User is offline n00neimp0rtant 

Posted 29 January 2013 - 10:21 AM

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Here's a really big question: which edition of Game Maker will be required? Will we be able to use the free version, or do we need one of the paid versions? If it's more complicated than this (e.g. some features won't work, etc.), please elaborate.

#71 User is offline KingofHarts 

Posted 29 January 2013 - 10:48 AM

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Obviously I haven't seen AeStHete... but based on the complexity of the program alone, and some of the features needed to be used to properly emulate the Sonic engine... which includes, but is not limited to the use of extensions, and various commands exclusive to Pro/Registered version, I think its a given, you will want/need a registered version to run the program. 8.0 to be exact. It will need to be ported for use with 8.1 ... which will be pain in the ass due to one of the extensions used.

#72 User is offline Mercury 

Posted 29 January 2013 - 07:32 PM

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^ KingofHarts is right on the money. Although...

View PostKingofHarts, on 29 January 2013 - 10:48 AM, said:

It will need to be ported for use with 8.1 ... which will be pain in the ass due to one of the extensions used.


Depending on how much you care about palette effects, this won't matter too much.

#73 User is offline KingofHarts 

Posted 29 January 2013 - 09:18 PM

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View PostMercury, on 29 January 2013 - 07:32 PM, said:

^ KingofHarts is right on the money. Although...

View PostKingofHarts, on 29 January 2013 - 10:48 AM, said:

It will need to be ported for use with 8.1 ... which will be pain in the ass due to one of the extensions used.


Depending on how much you care about palette effects, this won't matter too much.


I DID want to ask one more thing about this. Would it be at all possible to use palette effects for ONLY certain things? (ie palette cycling effects?)
I want to use AeStHete for Sonic's collision... BUT outside of that I'd really prefer use of my own sprites...
So would it be possible to only use palette effects for certain things when needed, and NOT use it for other things?

I remember you talking about palettes being an option earlier, but don't remember if you mentioned anything about THIS exact scenario.

#74 User is offline Mercury 

Posted 30 January 2013 - 12:22 AM

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View PostKingofHarts, on 29 January 2013 - 09:18 PM, said:

I DID want to ask one more thing about this. Would it be at all possible to use palette effects for ONLY certain things? (ie palette cycling effects?)
I want to use AeStHete for Sonic's collision... BUT outside of that I'd really prefer use of my own sprites...

Sure, you'll be able to pick and choose what has palette effects.

Although nothing is stopping you from using custom Sonic sprites either way... you won't be limited to 16 colours or anything even if you do choose to use palette effects.

#75 User is offline Lapper 

Posted 17 February 2013 - 10:07 AM

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Would love to have any news on this. :v:

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