Hardcoded. Well, I don't think that the water throughout Sonic has that much variation, and the colouring is too complicated for Sonic maker to offer as a custom.
Nah, there isn't really too much variation. As long as it's something that can be edited in the long run in the runner. Only reason I ask is because, if someone wants to make a zone like Chemical Plant Zone, they might want purple water. Also, someone might not like how the default color looks when overlaid on tiles they've made from scratch, and want to change the hue of the water.
Hmm... I guess I can allow a choice. If so, the choices will be Blue (current) Green (Labyrinth Zone) Purple (Chemical Plant Zone) Custom (In case) =P
=P Game TESTING is available for this version. Just press a button and be playing it automatically! Seriosly, the green test button is really helpful, but we had to discover a small issue with the runner to get it working.
You can now export and import Auto-Tile data. That becomes useful if you wanted to make 2 different levels with the same tiles.
Yay. Quick question about the water - does the surface animate like in the MD games, like one half visible while the other half is not, and that switches every frame?
Hmm. I haven't seen it in the runner yet, but it does in the maker. The only thing I haven't made the water do in the maker, is bob up and down slowly 16 px.
This has probably been answered 500 times already, but.. Is this fangame-material or hacking-material? I can't tell, at all, as it's just using Green Hill as an example every time. Also, if it's fangame-material, then showing off the editor is all well and fine, but I think you need to show the running of the level, too. Again, apologies if this has been answered already.
Fangame. Using a custom level as an example would have meant more work fro me. Runner stuff will come soon.
.. So, essentially, you've built a tile editor with working collision masking, water, etc, but aren't showing off it actually working as a game itself? That.. kinda sounds weird. Id've thought for something like this you'd work on and show off both at the same time. *shrugs* Personal opinions~
Wait until Monday, then the runner will be shown, there are a few reasons for this, mainly due to the state it is currently in.
I've just been wondering about something: Will you release the source as well? Just asking because I'd like to learn how to make art releated stuff in VB. Anyway, let's hope this Monday will come quickly. =)
I have a question: How are those collision blocks stored, and how would one go about doing actual collision checking ingame with them? I'm at that step right now and I'm stumped on how to proceed (kinda).
Umm, today is Monday, but an annoying time-zone dalay has made the earliest the runner unveiling can be is tomorrow (Tuesday) now, sorry people (America>England). Although, before we decide what to show you, I need to ask you this: Would you like to wait longer (to the end of the week at the latest), but get the reward of the first video being everything available in the maker played within the runner. OR would you rather have the video on tuesday, but only see the main objects (springs > bumpers > spikes > rings). Again, sorry people, but please choose, it's just the first video of the runner, when do you want it?
This looks flippin' awesome. Perhaps with this tool I can finally jump into making a Sonic game of my own. Kudos to you, my friend. Can't wait for V3.