Wow, lots to respond to!
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You know, it would be amazing if you could also export levels to the Megadrive formats. Only when you use the proper mapper size, palletes, etc, of course.
I've side-stepped this because it conflicts with the ProSonic strategy. My plans are to move as many people away from MMF, writing custom engines, and ROM hacking as I possibly can and get people to use this engine. I want this to be a solution for all. It'll never replace the research and discoveries of ROM hacking, but it will do everything people expect from a Sonic game engine.
If I make it so level data can be taken from ProSonic back to a ROM, it makes it harder to achieve this. Plus since ProSonic uses more advanced tile method (as far as colors are concerned), it would be very difficult to take it backwards to the ROM.
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How exactly are you handling this? Will you be doing it with the dreadful tile format, or will it be an image? I honestly find editing a character sprite tile by tile to be a pain in the ass and very limited due to the amount of time it takes and tile mappings. If you are going with the tile route, will this at least be easier to work with?
They'll be fully constructed images. For technical information on the sprite format currently being handled by ProSonic, visit my other topic. It combines animations and sprites into a single file.
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Are there any limitations in size, colors, frames for an animation? A little more freedom with these can go along way. I honestly hate working with using only a limited amount of frames or sticking to a certain size without having to use another tool in order to fix it the way I want it.
Sprites will be done in an 18-bit color format. Depending on the mode ProSonic runs in (8, 15, or 16-bit color) will determine how they will look on the screen. With the ProSonic sprite format, you are allowed to have a maximum sprite "sheet" size of 32767x32767 (very large). In addition, depending on how the art is arranged on the sprite sheet, it can be optimized for space by sharing previously used art data. So it's really only limited to what you can get on the sprite sheet. But the chances of anyone maxing out the sprite sheet aren't very high at all.
You're limited to 65535 animations per sprite file, and each animation can have up to 255 frames. Animation speeds can range from 16.67ms (1/60 -- extremely fast) to 4.25s (255/60 -- extremely slow). There's plenty of flexibility in the sprite/animation department
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How many objects can be displayed onscreen at once? I don't really find this important, but for shits and giggles I just want to know.
Currently the limit is 128. That's for just one player... I'll either split it for multiple players, or I'll increase it for multiple players. Obviously the more objects allowed on the screen at once, the more memory that is required. 256 bytes are used for this, so there's plenty of room for expanding if needed, that is if the processor can handle it without slowing down.
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Since you're apparently going with an MS Paint feel for the sprite editor I won't really ask anything here, but I sure do hope you guys nail the MS Paint feel since I believe it's one of the best tools for pixel art. The only thing I would really ask for is some sort of preview tool for the animations.
I'm hoping you're right =) I want a good sprite editor myself.
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Now tiles for levels I don't mind, but again are there any limitations in the colors, size (Do I have to use 8x8, or can I go 16x16? ) and having to use a limited number of tiles or chunks??
I'm not sure what you mean by chunks... I'm 'guessing' you're refering to the 16x16 blocks. ProSonic calls them "blocks", but I suppose there's not really any correct terminology for them since they're not quite tiles and certainly not sprites.
In the original Sonic games, there were 3 steps -- 8x8 sprites, 8x8 sprites coming together to form 16x16 blocks, and then 16x16 blocks coming together to form the level tiles (either 256x256 or 128x128).
ProSonic uses only 2 steps -- the art for the tiles is done entirely in 16x16 blocks. These are fused together to create the level tiles. The level designer has a choice of what size he/she wants to use for the particular level they're working on. ProSonic supports 256x256, 128x128, 64x64, and 32x32 tiles. I wanted to do this because various people I've spoken to during the development of ProSonic have different opinions. Some people like smaller tiles, while others like larger tiles. So I figured it'd be neat to allow the level designer to pick what size a level should use.
As far as being limited to how many tiles or blocks are available, ProSonic addresses up to 14-bits for blocks. This is 2 more bits than the Sonic games for Sega Genesis. 14-bit allows you to have 16,384 blocks to use. ProSonic also allows you to have up to 65535 tiles. Now of course these numbers are insane, but I am allowing this much flexibility to ensure that people can do everything they could ever possibly want to do with the engine.
And don't worry about having to construct those 16x16 blocks by hand. It's optional for advanced users, but my "EZ Tile" utility can read a fully drawn tile from a image file on your hard drive, break it into 16x16 blocks, import the blocks, and construct the mappings all for you. So it's made to be easy.
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Can we use images for the background itself? Since I find getting the amount of detail that I want with tile art to be annoying as hell. Basically, recreating what the Kirby games for the GBA did
The engine uses tiles to construct the background just as the Sonic games on Sega Genesis did. But you can draw a full background and use EZ Tile to break it up into seperate tiles for you.
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Exactly how many layers do we have to work here? One of the things I love in games is the multi-layer scrolling, both background and foreground,it brought a certain depth to the games that I really loved.
ProSonic uses 3 'true' layers, but it simulates paralax scrolling using a filter. The 3 layers are labeled L, H, and B (low, high, and background). Sprites share these layers with the tiles.
The filters use what I call 'cells'. A cell is basically a virtual layer that allows you to select what area of the background to draw in it, and apply attributes to each cell to create scrolling effects and such.
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Since apparently you're using chunks here, how exactly are the chunks edited? Are they done in a seperate window or what? That's one of the many things I hate about SonED. Is there anyway you can place a chunk in the level and also edit the chunk itself while still in the main level editor? Not only do I believe this will ease the process but also allow it to be more flexible when editing levels. I seriously hate going back and forth when editing my chunks in order to get the pieces to fit.
EZ Tile will help you out a lot!
Thanks for the questions!