skylina
Rocky
Hello forums
Posts: 58
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Post by skylina on Mar 7, 2023 10:39:22 GMT -6
Looking forward to those
Im a bit curious if there will be proper online on the future since now its just time attack but players are the ghosts
And remember to take care of yourself
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Post by Eukaryot on Mar 10, 2023 11:29:19 GMT -6
Regarding online modes: I've got no concrete big plans right now, only some minor iteration on the Ghost Sync mode. Like adding it to the Options, and adding (short) display names.
Instead, the next things on my list are mostly modding related. Possibly a few improvements to the Mods menu, and more script & engine features that could be useful for modders. These things are currently work-in-progress, but when something new is ready, I'll keep you updated.
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skylina
Rocky
Hello forums
Posts: 58
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Post by skylina on Mar 11, 2023 5:43:26 GMT -6
Regarding online modes: I've got no concrete big plans right now, only some minor iteration on the Ghost Sync mode. Like adding it to the Options, and adding (short) display names.
Instead, the next things on my list are mostly modding related. Possibly a few improvements to the Mods menu, and more script & engine features that could be useful for modders. These things are currently work-in-progress, but when something new is ready, I'll keep you updated.
Alright 👍
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techncolour
Administrator
I am Ice Palace, Chapter 5!
I am Ice Palace, Chapter 5!
Posts: 52
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Post by techncolour on Mar 19, 2023 9:05:24 GMT -6
Regarding online modes: I've got no concrete big plans right now, only some minor iteration on the Ghost Sync mode. Like adding it to the Options, and adding (short) display names.
Instead, the next things on my list are mostly modding related. Possibly a few improvements to the Mods menu, and more script & engine features that could be useful for modders. These things are currently work-in-progress, but when something new is ready, I'll keep you updated.
Speaking of new modding/engine features, do you think we could see Blend Modes in 3AIR sometime? I feel like a lot of people could get use out of it for pretty much everything. I know Sawnic and Agent Stone would greatly benefit from it as well.
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Post by Eukaryot on Mar 19, 2023 15:23:37 GMT -6
Regarding online modes: I've got no concrete big plans right now, only some minor iteration on the Ghost Sync mode. Like adding it to the Options, and adding (short) display names.
Instead, the next things on my list are mostly modding related. Possibly a few improvements to the Mods menu, and more script & engine features that could be useful for modders. These things are currently work-in-progress, but when something new is ready, I'll keep you updated.
Speaking of new modding/engine features, do you think we could see Blend Modes in 3AIR sometime? I feel like a lot of people could get use out of it for pretty much everything. I know Sawnic and Agent Stone would greatly benefit from it as well. I guess it depends on which blend modes you're hoping for exactly. There's a few blend modes that I've been working on lately and that are practically finished for the next update already - namely additive and multiplicative blending (those in particular because they can be easily implemented in OpenGL without need to use special shaders).
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techncolour
Administrator
I am Ice Palace, Chapter 5!
I am Ice Palace, Chapter 5!
Posts: 52
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Post by techncolour on Mar 19, 2023 15:48:51 GMT -6
Speaking of new modding/engine features, do you think we could see Blend Modes in 3AIR sometime? I feel like a lot of people could get use out of it for pretty much everything. I know Sawnic and Agent Stone would greatly benefit from it as well. I guess it depends on which blend modes you're hoping for exactly. There's a few blend modes that I've been working on lately and that are practically finished for the next update already - namely additive and multiplicative blending (those in particular because they can be easily implemented in OpenGL without need to use special shaders). Oh awesome! I was manly thinking of the ones GameMaker has, which is add, subtract, and max (multiply) (https://manual.yoyogames.com/Additional_Information/Guide_To_Using_Blendmodes.htm) and I use all three quite a bit, but do you think we could see invert by any chance? I can't wait to try them in 3air!
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Post by JC_Thatone on Mar 19, 2023 15:56:38 GMT -6
Regarding online modes: I've got no concrete big plans right now, only some minor iteration on the Ghost Sync mode. Like adding it to the Options, and adding (short) display names.
Instead, the next things on my list are mostly modding related. Possibly a few improvements to the Mods menu, and more script & engine features that could be useful for modders. These things are currently work-in-progress, but when something new is ready, I'll keep you updated.
hey euka, are you ever planning on making filters moddable (like being able to mod in a specific filter)?
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iCloudius
Cluckoid
Extra Slots or something?
Posts: 174
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Post by iCloudius on Mar 19, 2023 15:57:48 GMT -6
Speaking of new modding/engine features, do you think we could see Blend Modes in 3AIR sometime? I feel like a lot of people could get use out of it for pretty much everything. I know Sawnic and Agent Stone would greatly benefit from it as well. I guess it depends on which blend modes you're hoping for exactly. There's a few blend modes that I've been working on lately and that are practically finished for the next update already - namely additive and multiplicative blending (those in particular because they can be easily implemented in OpenGL without need to use special shaders). When you talk about blending modes, does that also include how a Genesis would blend graphics like the water falls in Sonic 1? You mentioned "special shaders" and I know Genesis games on an emulator need a certain CRT filter to do that.
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techncolour
Administrator
I am Ice Palace, Chapter 5!
I am Ice Palace, Chapter 5!
Posts: 52
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Post by techncolour on Mar 19, 2023 16:00:51 GMT -6
I guess it depends on which blend modes you're hoping for exactly. There's a few blend modes that I've been working on lately and that are practically finished for the next update already - namely additive and multiplicative blending (those in particular because they can be easily implemented in OpenGL without need to use special shaders). When you talk about blending modes, does that also include how a Genesis would blend graphics like the water falls in Sonic 1? You mentioned "special shaders" and I know Genesis games on an emulator need a certain CRT filter to do that. I think an actual CRT filter would be something a lot of people would enjoy, myself included. Maybe even an Origins filter where it forces a small blur on the screen and darkens it a little?
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Post by HazelSpooder on Mar 19, 2023 20:39:28 GMT -6
When you talk about blending modes, does that also include how a Genesis would blend graphics like the water falls in Sonic 1? You mentioned "special shaders" and I know Genesis games on an emulator need a certain CRT filter to do that. I think an actual CRT filter would be something a lot of people would enjoy, myself included. Maybe even an Origins filter where it forces a small blur on the screen and darkens it a little? I would love to see a good CRT filter and a brightness option that would dim the colors to something like how the raw color values are, as rendered colors are a bit too bright for me. I think some more audio related modding functionality would also be useful, like checking for how far in a song currently playing is (based on how many samples in it is, similar to how LoopStart works), starting a song at a certain part, or having the ability to implement looping sound effects, similar to how some base game SFX are, such as fan and hovering SFX.
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techncolour
Administrator
I am Ice Palace, Chapter 5!
I am Ice Palace, Chapter 5!
Posts: 52
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Post by techncolour on Mar 20, 2023 8:56:35 GMT -6
I think an actual CRT filter would be something a lot of people would enjoy, myself included. Maybe even an Origins filter where it forces a small blur on the screen and darkens it a little? I would love to see a good CRT filter and a brightness option that would dim the colors to something like how the raw color values are, as rendered colors are a bit too bright for me. I think some more audio related modding functionality would also be useful, like checking for how far in a song currently playing is (based on how many samples in it is, similar to how LoopStart works), starting a song at a certain part, or having the ability to implement looping sound effects, similar to how some base game SFX are, such as fan and hovering SFX. >sfx looping accurate cd peelout sound mod when
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Post by Eukaryot on Mar 21, 2023 12:35:03 GMT -6
I guess it depends on which blend modes you're hoping for exactly. There's a few blend modes that I've been working on lately and that are practically finished for the next update already - namely additive and multiplicative blending (those in particular because they can be easily implemented in OpenGL without need to use special shaders). Oh awesome! I was manly thinking of the ones GameMaker has, which is add, subtract, and max (multiply) (https://manual.yoyogames.com/Additional_Information/Guide_To_Using_Blendmodes.htm) and I use all three quite a bit, but do you think we could see invert by any chance? I can't wait to try them in 3air! I see, thanks for the link! I think add, subtract, multiply, min and max should all be possible. The blend modes (and a little more) will be part of a new way of rendering sprites in script, where you create a so-called "SpriteHandle" variable and use that to configure the sprite to be drawn. Without much explanation, here's a quick example - namely what new implementations for two of the existing "Renderer.drawSprite" variants could looks like that do the exact same thing:
function void Renderer.drawSprite(u64 key, s16 px, s16 py, u16 atex, u8 flags, u16 renderQueue) { SpriteHandle spr = Renderer.addSpriteHandle(key, px, py, renderQueue) spr.setPaletteOffset(atex) spr.setFlags(flags) }
function void Renderer.drawSprite(u64 key, s16 px, s16 py, u16 atex, u8 flags, u16 renderQueue, u8 angle, u8 alpha) { SpriteHandle spr = Renderer.addSpriteHandle(key, px, py, renderQueue) spr.setPaletteOffset(atex) spr.setFlags(flags) spr.setRotation(float(angle) / 256.0f * 360.0f) // Convert from u8 range to degrees spr.setTintColor(1.0f, 1.0f, 1.0f, float(alpha) / 255.0f) // Convert alpha into range 0 to 1 }
The first line is always a "Renderer.addSpriteHandle", but afterwards you're free to add more lines with additional configuration, just as needed. Currently in the works is all of the following:
spr.setFlags(u8 flags) // Flags like flipX, flipY, priority flag, all in one function spr.setFlipX(bool flipX) // You can also set individual flags with functions like this, making more obvious what's happening spr.setFlipY(bool flipY) spr.setRotation(float degrees) // Sprite rotation spr.setScale(float scale) // Sprite scaling spr.setScale(float scaleX, float scaleY) spr.setRotationScale(float degrees, float scale) spr.setRotationScale(float degrees, float scaleX, float scaleY) spr.setPriorityFlag(bool priorityFlag) spr.setCoordinateSpace(u8 space) spr.setUseGlobalComponentTint(bool enable) spr.setPaletteOffset(u16 paletteOffset) // This is what the "atex" parameter usually does spr.setTintColor(float red, float green, float blue, float alpha) // Tinting colors / multiplying color channels with a constant factor spr.setOpacity(float opacity) // Opacity = same as tinting the alpha channel only spr.setAddedColor(float red, float green, float blue) // Added color is, well, added after tinting; using range [0, 1] spr.setBlendMode(u8 blendMode) // Select a blend mode (default is alpha blending) With these, it's actually possible to invert a sprite without any use of blend modes. All you have to do is select a tint of -1.0 (= the actual inversion) and an added color of 1.0 (to bring the inverted colors back from the [-1, 0] range into the usual [0, 1] range).
SpriteHandle spr = Renderer.addSpriteHandle(key, px, py, renderQueue) spr.setTintColor(-1.0f, -1.0f, -1.0f, 1.0f) // Invert RGB, but not alpha spr.setAddedColor(1.0f, 1.0f, 1.0f)
At least that's the theory for now.
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Post by Eukaryot on Mar 21, 2023 12:49:49 GMT -6
Quickly answering the other questions: Overloading of shaders: At least the overloading of upscaling shaders could be a thing down the line. Or adding new ones to the menu. Though right now, I've got no concrete plans on that yet, it does seem like a really nice new modding feature (and saves me the work of having to make a good CRT filter myself, lol). Loopable sound effects: Maybe you can define a "LoopEnd" as well in to audio JSON, and that makes a sound keep playing the part in between loop start and end? A script call could then be used to end the looping, play the part after the loop end and then stop the sound. Something like that. Here again, no plans yet, but I like the idea.
Same for other audio script functions. Some of them may be implemented, but I've got no idea when. Anyways, thank you all for your input!
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moonlightgb
Spikes
cant wait for sonic 3 air but you play as pepino
Posts: 10
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Post by moonlightgb on Mar 24, 2023 12:34:53 GMT -6
Quick question i just thought about: Is there already some sort of date for the update or is stuff still being developed?
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Post by Eukaryot on Mar 24, 2023 16:44:17 GMT -6
With the next sprite rendering functions finished now, I guess it's time for at least a new test build, quite soon.
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