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Official "Zone Builder" Thread

Discussion in 'Engineering & Reverse Engineering' started by saxman, Jul 13, 2010.

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  1. Basically this! It annoys me setting every tile to L/R/B or All Solid v.v



    Just used ESE and noticed that it had a total ring count...perhaps an object/ring count? afaik S1/S2 have a ring limit in each level :s
     
  2. Tidbit

    Tidbit

    Member
    I'm very pleased with this; now if only this was a full successor to SonED2 which needs to be replaced severely. Though this zone builder is a huge step towards something better. Great work, and I can't wait to put it to use!
     
  3. Uberham

    Uberham

    King Of Oblivion Member
    Looking forward to this too, maybe I'll pull my finger out and actually piss around with some level editing now!
     
  4. Ross-Irving

    Ross-Irving

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    saxman, I didn't find out about this until today and I just wanted to tell you how delightful this new level editor sounds. I hope you are able to accomplish every goal that you've made for yourself in making this new editor as accessible as you want it to be.
     
  5. I hope future versions will have support for more games, like Sonic 1, Sonic 3, etc. This is looking to be a good SonED2 successor already.
     
  6. Andrew75

    Andrew75

    Technical Artist Member
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    sonic CD support?
     
  7. Alriightyman

    Alriightyman

    I am back... from the dead! Tech Member
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    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    That would be awesome! Everytime I rip into Sonic 2, I find myself changing so many things that SonEd2 can't support it anymore. STILL can't wait for a release! :) :) :)
     
  8. Volpino

    Volpino

    Things are looking up! Member
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    A secret. >:3
    This sounds awesome. I might actually care about trying to hack again.

    If you're going to make this work with Sonic 3, I'm wondering, since Sonic 3 has several segments where you'll press switches to open doors or drain water, will connecting a switch to an event be easy? As in, no programming involved?
     
  9. saxman

    saxman

    Oldbie Tech Member
    I thought about putting this in the program. Currently the program only deals with tiles. I haven't put in anything to handle objects yet, but that shouldn't be too difficult. I forget, how many general objects and rings can be used in a level?


    Much like Sonic 1 and 3, we'll see.


    The key is "if" -- if Sonic 3 is supported, then that'll be an issue I'll have to address in some way most likely. At the moment though, only Sonic 2 is my focus. I feel if I focus on making it work for everything at once, I'll end up with a sub-par product. I'm most knowledgable with Sonic 2, so I'm putting all my resources into that. Plus, it gets hacked more than any of the other games anyway to my knowledge.
     
  10. nineko

    nineko

    I am the Holy Cat Tech Member
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    Actually, there are lots of Sonic 1 hacks nowadays, probably more than Sonic 2 hacks, mainly thanks to Hivebrain's 2005 disassembly, which is very good and intuitive, leading dozens of people to (correctly) believe that Sonic 1 is currently the easiest game to hack. When you'll decide which will be the next game you're going to support, you should go with Sonic 1. Also because Sonic 3 doesn't even have a complete split disassembly yet (though Varion is working on one).
     
  11. FeliciaVal

    FeliciaVal

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    yeah I agree with Nineko :) we Sonic 1 hackers will be very grateful if you consider the option for Sonic 1 as well. But anyways looking forward to this, I never got the chance to learn SonED2 properly so something like this that looks easy to edit will be very welcomed. Keep up the good job
     
  12. I can't help but notice in the screenshots that there are no objects—I'm assuming that bit isn't in yet—but when/if it will be in, will there be an option to make your own art? SonED 2 for example, kind of 'supports' it, but it is very difficult to get new art in, not to mention aligning the object to the art is very tricky and time consuming (such as adding new art for objects that are currently undefined [?])
     
  13. Varion Icaria

    Varion Icaria

    He's waiting.... Tech Member
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    PM'd you Sax :D. I hope I can be of help.
     
  14. Chaud

    Chaud

    Member
    Wow, this really sounds like a dream that began to become reality.

    I think I had two major events when I began looking at the hacks made by the community. The first was the 'entry barrier' - aka, the volume of texts and things you need to learn before you even dream of doing your own hack. I had to read, then read more, read even more, and then a little more to have a superficial notion of the process of hacking. And that wasn't really a problem, but required a long time, something that is very rare for me.

    But what really ruined my mood, and crushed my willpower, was the time required to perform simple modifications in a ROM. Positioning rings, tiles, virtually anything requiring a long time. Worse still, when I started trying to import new art into the game - as some have said here, the problems are already huge before you even began to solve the collision issues. Although I was making progress, it was too slow, and there wasn't much time to devote to it. In the end, I decided to abandon my project.

    TL,DR; you're my hero. :thumbsup:
     
  15. saxman

    saxman

    Oldbie Tech Member
    I have provided a "TODO" list in the first post on page 1. Check it out. It gives a rough idea of what I want to accomplish before considering a public release. Art and block mappings editing will likely not be part of the first public release. Level layout and tile mappings will definitely be there (as they're already done), and solidity is on the list to be supported. My list doesn't provide anything mind-blowing, but it does give an indication as to where I am right now and where I am aiming to be.

    Oh, and I'm still planning to do a video of the program in action as it stands right now. Hopefully I'll have that within a week or two.
     
  16. saxman

    saxman

    Oldbie Tech Member
    Your wish is my command:

    [​IMG]
     
  17. Selbi

    Selbi

    The Euphonic Mess Member
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    Sonic ERaZor
    Now I am. I just hope it really works with MJ's Project Two-Eight, since it's basically Sonic 2 in Sonic 1.
     
  18. Hanoch

    Hanoch

    Also known as TheKnock, Birashot Member
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    Cool!

    A few things I'd like to ask for, when making grassy levels its a bitch to raise the tile a few pixels up which spreads the whole tile into 2 tiles. The tile space isn't a problem, but will it be possible to move the tile by 1 pixel to either sides (up/down and left/right)?

    A thing I would like it to look like is a grid with the tile, and all the outside parts are were the tiles will not display in game (the cropped edges) but you could still copy the outside parts to save time.
    If that wouldn't be possible, then maybe a way to copy pixels over to a new tile. Also a combination of buttons letting you change the current pixel displayed (so if you accidently put a pixel with colour X, click some button to change to colour Y)

    I hope it isn't too much to ask.
     
  19. Tidbit

    Tidbit

    Member
    Please do this. Ah heck please just add the whole shibang. This is already ending up as something a 1000 times better than SonED2, it'd be pointless not to add every thing.
     
  20. MarkeyJester

    MarkeyJester

    You smash your heart against the rocks Resident Jester
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    If it can edit Sonic 2, then it'll be able to edit the Two-Eight engine no problem, seeing as all the files get "converted" from S2 to S1 correctly upon building.

    I drooled, that is fantastic! I see someone's been busy =)
     
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