I'm just wondering, is anyone here interested in it or using it? I haven't heard very much at all about it since I made the last release in July. I don't think I mentioned that version anywhere outside of SAGE or my own site, though (except very briefly in SonED2's release thread), so I assume that may have a little do do with it. I've had one person telling me they're actually trying to build something with it; Are there any others?
I've been wanting to ask for a little while now, since I guess it's a subject that's not really going to bring itself up. My forum's going unused, so I might as well shut it down soon and just start individual threads where people might be interested, which I usually do anyway
I don't know how much of the population at this board actually knows about it at all (particularly since I don't think I've ever posted here about it, although some people go to other forums where I have), so I'll talk about it a little in detail
E02 is a general-purpose, script-driven game engine (for DOS/Windows)I've been working on for just under 2 years. It's a complete rewrite of an earlier engine I was working on for a Sonic "fan-game" I'm perpetually in the process of making, "Sonic the Hedgehog: Project Mettrix". The older engine was designed specifically for the game, with the ability to add on extra levels, but was also very buggy. I scrapped it and started developing E02, which is built in the interest of making many different types of games, and uses scripting systems for menus, title/transition/sequence screens, game displays, gameplay objects, and player characters that allow anyone to determine pretty much exactly how any of those elements act
The last two gameplay demos that were released involved Sonic, because I'm still working toward creating a Sonic game, but I really hope that fact doesn't put anyone off and make them think that it's Sonic-only. I just haven't released anything non-Sonic yet, although it's entirely possible. The lastest demo does, however, show off to a decent extent what E02 is (currently) capable of. The thing I fear the most though is that most people will take it at face value, taking what they see during gameplay as the literal end of what you can do ("So you can just make these enemies, and these items?"). This is just ONE way to use the current script features. It really takes looking into how the things you see during gameplay were made to get a better idea of what you can really do with it (which, for a creative mind, is alot). I don't mean to say any of this as though I have a swelled head, though; I just want to make clear the simple truth that the current demo makes use of MOST of the current features and script commands, but it is by far NOT a good example of the ammount of creativity those features and commands allow for. I reguard my workmanship on implementing those features as a different subject
As for what the demo showcases, almost everything you can see is accomplished with the script. The titlecard and HUD are created with the "Status script". All of the gameplay objects use the "Object Functions" for animation, movement, and collision. Sonic's ring lost system is among the things created with "Object Functions", triggered by the object collision functions. His spindash (including the screen holding effect) and all shield moves are created using "Player Events", which are player-specific functions triggered by keypresses, or called by other player functions. The lightening shield uses the "Projectile Collision" functions that interact with other objects to attract the rings. The shields and springs make use of "Hotspots" for positioning. The ending of the level makes use of the "Boundary Events" for triggering events when the player or camera gets into a certain area of the level, and the partially-finished intro-sequence and title screen for "Project Mettrix" that are shown afterward also use the "Status script"
The current release (the one I'm referring to) can be found here:
http://stealth.emula...ttrix/E02-5.zip
There isn't a page made specifically for E02 right now, and actually, I haven't added the two newest releases to the list on the "Mettrix" page. Eventually I really should create a separate page for it with a full description (better and more detailed than what I've written up here). I'd say images, but really, the images only reflect the quality of the work put into the project that's USING the engine, not the engine itself. As for the game "Project Mettrix", it DOES still have it's original page, which is here:
http://stealth.emula.../Games/Mettrix/
(The last version of E02 listed on that page is NOT the current version)
"Project Mettrix", as a game, hasn't moved very far. I spend more time and have more talent with programming than with game design, so it just hasn't got as much attention as a project who's designer is primarily a designer. The images on that site are very rough, alot of the content will be improved over time. Even the levels included in the last version of the actual game will be changed (hopefully) for the better. But, if you're interested in taking a look at a rough concept of the game (using the previous engine), you can find it there in the form of "Demo 4.1". The "full" version has all the current unfinished content, while the "4.0" plus the "4.1 update patch" only has the finished content
As for E02, I would love to hear impressions on it's various features. If you're interested and have the time, please take the time to read through the various documentation (there's a fair bit to read) and example files and let me hear from you
I've been wanting to ask for a little while now, since I guess it's a subject that's not really going to bring itself up. My forum's going unused, so I might as well shut it down soon and just start individual threads where people might be interested, which I usually do anyway
I don't know how much of the population at this board actually knows about it at all (particularly since I don't think I've ever posted here about it, although some people go to other forums where I have), so I'll talk about it a little in detail
E02 is a general-purpose, script-driven game engine (for DOS/Windows)I've been working on for just under 2 years. It's a complete rewrite of an earlier engine I was working on for a Sonic "fan-game" I'm perpetually in the process of making, "Sonic the Hedgehog: Project Mettrix". The older engine was designed specifically for the game, with the ability to add on extra levels, but was also very buggy. I scrapped it and started developing E02, which is built in the interest of making many different types of games, and uses scripting systems for menus, title/transition/sequence screens, game displays, gameplay objects, and player characters that allow anyone to determine pretty much exactly how any of those elements act
The last two gameplay demos that were released involved Sonic, because I'm still working toward creating a Sonic game, but I really hope that fact doesn't put anyone off and make them think that it's Sonic-only. I just haven't released anything non-Sonic yet, although it's entirely possible. The lastest demo does, however, show off to a decent extent what E02 is (currently) capable of. The thing I fear the most though is that most people will take it at face value, taking what they see during gameplay as the literal end of what you can do ("So you can just make these enemies, and these items?"). This is just ONE way to use the current script features. It really takes looking into how the things you see during gameplay were made to get a better idea of what you can really do with it (which, for a creative mind, is alot). I don't mean to say any of this as though I have a swelled head, though; I just want to make clear the simple truth that the current demo makes use of MOST of the current features and script commands, but it is by far NOT a good example of the ammount of creativity those features and commands allow for. I reguard my workmanship on implementing those features as a different subject
As for what the demo showcases, almost everything you can see is accomplished with the script. The titlecard and HUD are created with the "Status script". All of the gameplay objects use the "Object Functions" for animation, movement, and collision. Sonic's ring lost system is among the things created with "Object Functions", triggered by the object collision functions. His spindash (including the screen holding effect) and all shield moves are created using "Player Events", which are player-specific functions triggered by keypresses, or called by other player functions. The lightening shield uses the "Projectile Collision" functions that interact with other objects to attract the rings. The shields and springs make use of "Hotspots" for positioning. The ending of the level makes use of the "Boundary Events" for triggering events when the player or camera gets into a certain area of the level, and the partially-finished intro-sequence and title screen for "Project Mettrix" that are shown afterward also use the "Status script"
The current release (the one I'm referring to) can be found here:
http://stealth.emula...ttrix/E02-5.zip
There isn't a page made specifically for E02 right now, and actually, I haven't added the two newest releases to the list on the "Mettrix" page. Eventually I really should create a separate page for it with a full description (better and more detailed than what I've written up here). I'd say images, but really, the images only reflect the quality of the work put into the project that's USING the engine, not the engine itself. As for the game "Project Mettrix", it DOES still have it's original page, which is here:
http://stealth.emula.../Games/Mettrix/
(The last version of E02 listed on that page is NOT the current version)
"Project Mettrix", as a game, hasn't moved very far. I spend more time and have more talent with programming than with game design, so it just hasn't got as much attention as a project who's designer is primarily a designer. The images on that site are very rough, alot of the content will be improved over time. Even the levels included in the last version of the actual game will be changed (hopefully) for the better. But, if you're interested in taking a look at a rough concept of the game (using the previous engine), you can find it there in the form of "Demo 4.1". The "full" version has all the current unfinished content, while the "4.0" plus the "4.1 update patch" only has the finished content
As for E02, I would love to hear impressions on it's various features. If you're interested and have the time, please take the time to read through the various documentation (there's a fair bit to read) and example files and let me hear from you


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