The Zone: 0 forum is designed for a small community of Sonic the Hedgehog obsessives to discuss the franchise. It accompanies Zone: 0, the comprehensive Sonic game guide.
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LiQuidShade:Just anything that makes it as easy as it can be to script your own types of objects would be first on my list, as I'm sure I could come up with a few ideas for some that aren't particularly the norm.
LiQuidShade:...could you make it so that when Sonic lands on one end, the gangway tips towards it, and its angle obviously becomes steeper to climb, and then tips the other way when he gets high enough?
LiQuidShade:I was thinking about messing around with the view of the level too, such as being able to enlarge everything or minimise it during certain sections, as if the camera has gone further towards Sonic or away from him and you can see more/less of the level around him.
LiQuidShade: And how about turning the map to the side, or maybe even any angle - say for example you had a level set inside a giant ship that was sinking, and the whole environment gets turned on its side as the ship tips over and sinks, but of course gravity would still be forcing downwards, but in a new direction on the map to where it would normally go if it stayed upright.
LiQuidShade:One more, are you planning on supporting complex backgrounds with multiple layers and paralax etc? There's an effect I love in Hydrocity Act 1, for example, where you can see the surface of the water when you're above it, but as you get closer to it, it occupies less and less space in the background until you dive in, where it becomes completely reversed and you can see it expanding again from underneath. I'd love to be able to mess around with those kind of effects, not just in terms of water areas, but in a variety of other ways too. What do you think?
LiQuidShade:I was curious Mercury, how are you getting on with your engine? I know you've been involved in porting it to that impressive 3D game that was shown off a while ago. Any news, or target dates to have things ready by? No pressure, just wondering :)
LiQuidShade:...but I was considering Unity recently, I've heard good things about it. GM is great, but it's nice to know that your engine will be applicable to other more portable formats as well!
LiQuidShade:Other than the opportunity for added effects, which is only a luxury, the only real reason I was thinking about Unity over GM is a cross-platform one. I'm a Mac user for a start and although I have plenty of PC access too, I would also have liked to be able to use either. I've also heard that GM can be picky on what particular systems it does and does not work. I'm sure it'll be fine for most players but I'd be interested to hear your take on this issue. For you, does GM's benefits outweight these kinds of restrictions? Or is what I've heard incorrect anyway?
LiQuidShade:
Regardless, GM will be perfectly fine for me I'm sure, but I did wonder if you had plans to port your engine to other platforms after the GM and Unity versions? I'm sure if it gets picked up by a lot of fan gamers (which it seems to be!) then there may be more demand for C++ versions and soforth.
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