College is going to start up very soon. When it does, I will once again turn my focus away from any projects I'm involved in and concentrate on school work. I did really well last semester (for a change) and I intend to continue that success and prove that I can be successful in life. That requires work, so don't expect a whole lot from me the next couple months. Of course I will still post here, but talk about ProSonic and my Kid Chameleon level editor will be at a minimum (I think it's fair to say that discussion about projects is already rare as it is).
I am pondering the possibility of taking on ProSonic entirely myself again. I have been criticized, quite rudely by one or two people, for not marketing ProSonic well enough. They say that if I market it correctly, that I could get people to work on it. Those people don't have a clue what they're talking about in my blunt opinion. If anyone actually laid eyes on the source code for the ProSonic engine, they'd understand why I can't market it the way they'd all like me to. It's not good enough, and I can't keep hyping something without the ability to prove anything. Don't get me wrong, I haven't misled anyone about my engine -- everything I have said it does (or did at one point) is entirely true. In it's current state, I can't motivate anyone to do any work for me. It's going to be up to me, so in a couple months when I'm not very busy, I am considering working on the engine again.
As for my Kid Chameleon level editor, it has come pretty far since the last time I wrote in this blog. It decompresses the maps and artwork for the game and loads them perfectly. The editor can change all the tiles, and there are a few features in it I feel makes the editor fairly interesting. The level editor is actually based on "Act 1", which is the level editor I designed from the ProSonic source code. Of course it's heavily modified and improved on to work well with Kid Chameleon. I have tested modified maps in the game, and they work quite well. There are many things this editor doesn't do yet that it needs to do, but I may release a public demonstration soon for anyone interested in modifying levels for the game. For now, here are two screen shots of the editor: