More dead links have been replaced. You can now view all the ProSonic screen shots again, including an extra one I decided to throw in.
DUMP1.GIFDemonstrated here is solidity and sloping. The formulas used in my engine replicate the exact results of the original Sonic the Hedgehog games, pixel by pixel, value by value.
DUMP2.GIFShown here is Emerald Hill from Sonic 2. Included with the engine are tools to modify levels. One tool will allow you to import levels from other Sonic games. This is one possible result.
DUMP3.GIFThe beach ball shown here is an example of the kinds of objects that can be programmed for the engine. ProSonic supports up to 255 object classes with 256 possible members each. Objects function using ProSonic's easy-to-use scripting language.
DUMPOLD.GIFThis a picture I never uploaded before. It's actually from a much earlier version of ProSonic. The level importer didn't exist at the time, so graphics were imported manually. This was a very basic test level.
BLOCK.GIFThis tool is called "Block-It" and is used to design level tiles using small 16x16 blocks. Everything the original Sonic games offered in tiles is offered in ProSonic as well.
COLLIDE.GIFThe collision editor allows you to modify the solidity of the 16x16 blocks. This program is very easy to work with.
EZTILE.GIFEZ-Tile is a tool that will import a 128x128 area of a PCX into a 128x128 tile in ProSonic. It automatically generates the 16x16 blocks and checks for any that can be flipped and/or rotated to save space.
LIMP.GIFLIMP is the level importer used to take any level from the original Sonic games and import it into a ProSonic-based game. It accurately imports all the block, palette, block-map, tile-map, solidity, and ring layout data. The levels are fully playable too.
OBJECT.GIFThis tool allows you to design and re-design the object layout in any ProSonic level. It offers mouse support to make designing easier.
SCRIPT.GIFThis is an example script file. Future updates of the scripting language will be closer to C than they are in this picture. The scripting language is very flexible and will be editable by hand, or by an event editor-type program to simplify the more complex portions of the language.