Candescence's Forum Posts

  • Alright, I actually bothered to grab MMF2, and let's see-

    ... Oh, dear God. After working with Construct for so long, MMF2's event system looks absolutely horrendous. This is gonna suck.

    Edit: Okay, there's a second view for it? At least it makes it bearable, but, bloody 'ell. Might as well look over the events first.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • <img src="http://img51.imageshack.us/img51/3240/scwlogo.png">

    Now, for a while, I've kinda been waiting on Damizean to finish the Construct version of his Sonic engine, despite him saying that the only thing that needs to be finished is the actions. It's the base engine for Sonic Worlds. I myself had already made some minor changes to allow a mode for more traditional platforming physics except with rotations.

    So, I had a thought. Why not just finish it? Unfortunately, I had realised that I don't use MMF2, and don't intend to, so I was left clueless on how to implement what's needed. So, I came up with another idea, ask for help in the Construct community.

    But then I realised that the base engine was nearly finished - why not put a bit more effort and fuctionality into it while we're at it? So, I came up with this idea. Create a Construct version of Sonic Worlds, a showcase of what Construct is capable of in the right hands, and an alternative platform engine that does things that the regular platform behavior simply cannot - this engine doesn't have to be for just Sonic games!

    SO, I've decided to start up a collaborative project to convert the entire Sonic Worlds engine as-is to Construct, and go beyond it in functionality, whether it be incorporating stuff for Sonic fan-games or other types of platformer games, or even improving what's already there! Whoever wants to pitch in, feel free!

    CURRENTLY COMPLETED:

    • Movement, rotations, etc, the core stuff.
    • Two movement 'modes' - Sonic-style and normal-style. Normal-style is basically emulating the physics of normal platform games, except with rotation and stuff, you know, for characters who aren't Sonic, or at least who don't move nearly as fast.

    CURRENT COMPLETION GOALS:

    • Fixing directions - DONE
    • Basic/Common Actions - DONE
    • Sonic Actions
    • Tails Actions
    • A lot more documentation. Seriously.

    After we've finished those, we'll then focus on converting the rest of Sonic Worlds - converting MMF logic to Construct's events.

    PEOPLE NEEDED:

    • Guys who are awesome with Construct in general
    • Guys who also use MMF2, so we can convert this stuff over
    • Anyone who can help on the project, in any way they can, whether it be suggestions or testing, or whatever!
    • Damizean, if you're reading this, your help would be wonderful.

    LINKS:

    Sonic Worlds at SFGHQ Forums, with MMF build download links

    Current .cap of the Construct version of Damizean's engine

    My version of the above cap, with two alternative 'skins' (I'll add Sonic back later) and the addition of normal-mode, switched on by default. (To change modes, just change the "SonicStyle" variable, 1 for Sonic-Style, 0 for normal). -Without Sounds-

    Same .cap, with sound files.

    Though there's not really much documentation at the moment, if any, but it should be easy to figure things out as they are through variable names and the events.

  • Attitude's condition, at the moment, is pretty questionable Candescence, so mentioning it seems pointless. As for the technique, most of the results that appear seem to be so far either theoretical or for non-realtime applications.

    Attitude's condition is fine, I talk to Endri regularly. The reason he doesn't post updates or anything new in the way of videos or pics (though he told me he was planning on releasing a vid soon) is that he prefers not to over-expose or overhype the project till it's done.

    As I said, the technique's usage is highly uncommon if not pretty rare, Blitz3D is really the only released engine that actually uses it. Endri told me he originally thought it was a part of it's unusual architecture at first. I really should ask him if there's any references about it.

  • Out of curiosity, has anyone heard of "single surface objects"? It's a technique that pretty much any 3D API and GPU can do, but the only engine that can be used at the moment that uses it is Blitz3D, with the upcoming Attitude engine also going to use it. I assume it's a 3D technique, though I wonder if it can be done with 2D sprites as well. It's basically a technique for rendering all the objects on a screen as a single surface, and apparently, it can result in a metric ton of objects being rendered like as if there was only one on the screen.

    Though there would still be a lot of CPU use concerning 'scripts' for objects (though not as much), unless you use a magic trick involving a single 'script' used by every object relevant to it.

  • Hmm. A GUI plugin would certainly be useful. Though, can we have this plugin working with keyboard/gamepad controls? Like, any button that happens to be active can be selected through, say, the arrow keys.

  • I dunno about that. Super Mario Galaxy lacks loading screens entirely. On the other hand, lots and lots of loading will make a player loathe them, case in point, the 2006 Sonic 360/PS3 game. Gamers generally prefer no loading screens at all.

  • Wow, that looks fantastic! Though, would it be possible for stuff to be visible under the water rather than completely disappear?

  • Ah, I see. Well... That would be interesting.

  • What in the name of-

    ...

    HOLY HELL. Awesome! Though, I imagine trying to actually build anything in 3D more complicated than a box is gonna, well, be somewhat difficult.

  • Tried it out. It looks awesome! I could even adjust the timing to be Castlevania: SOTN-style, though if only I could make it black out momenterily to make the transition obvious, but, eh, it works. Out of curiosity, would there be a way to make everything on a particular grid object respawn as soon as you change screens, like how monsters respawn in SOTN when you change rooms?

    Edit: Also, I noticed... When you enter another grid that's above you from jumping up, the scroll doesn't work, it just switches instantly.

  • The cap is rather big, but I'm pretty much only using three events, mainly just creating the camera and getting it fixed to the player. However, I should note that the screen size is just 320x240.

  • 0.99.5, pretty much.

  • Hmm... It's really weird when I try it with my game, because when I start up a layout, there's a white screen. How odd.

  • The PSP has some good games and homebrew, but... That's about it. And the ITouch/IPhone, while it also has gems, they're piled under the masses of crap, it's really not much of a gaming device. DS, hands down.

  • I tried replacing them manually, and it worked. Huh. The example is sweet, too.