I kinda have a few curiosities in regards to Hatch Engine's adaptability to frameworks, like the OpenMania Framework, for instance.
I don't know anyone that has prior experience with it, but, does that engine adopt to custom-made frameworks?
I mean, I could only imagine it being compatible with custom frameworks based on those from past games, even indies, carried over from other engines' workings and such.
Well, yeah, anybody can create one, but what steps are needed to do it and have it adapted to a specific game of anyone's choosing?
What I already gathered, Freedom Planet was made in Multimedia Fusion 2 before it upgraded to Clickteam Fusion 2.5, and despite the impressive feats on it, other limitations kept the game from increasing its potential and expanding, as was formerly planed, such as DLC support and a better game patching pipeline, I think. That, and it had a previous map size constraint, regardless of their amounts in any 2D stage.
I already know Hatch is compatible with Tiled's own .tmx format, and it can handle big maps; my one example was Sonic Galactic's Coral Garden Act 1, whose size is, just from one video I've seen a bit after Demo 2's launch, but was taken from before it, 64,000 x 11,200. Unusually long and large being the game's second Zone, but yeah.
Guess it was made at that size to have its map layout designers to create a unique path for Knuckles in Act 2, even including an exclusive mid-Act mini-boss for him to fight. I've tried it, and it was more fun. Don't know if Act 2's one whole big map, or divided into 3 maps.
Video link's here as proof, just for anyone to watch(small advisory, the video has the Act's map layout not yet finalized, so its different from before it got changed for Demo 2's launch) -
https://www.youtube.com/watch?v=TviqDQ1lGogAt mark 13:18, look at the level map's size, just below "Camera".
I really felt a bit of exhaustion at first playing it, but, that Act was fun to play through. And, it did take any player about 6 minutes to get to the end and face the mini-boss.
Spark the Electric Jester was also made in CF2.5, and the game was neat for any that played it.
I wonder if such games would be compatible with Hatch Engine by custom frameworks that retains all the familiar workings made in existing engines, but with none of the dragging constraints and outsourcing to other companies for console porting. I also wonder if it can be capable of console porting.
Makes me think of such games as these receiving updated re-releases on Hatch and having additional content built from scratch.
Oh, and the engine's next update is already in the works, 1.4, and I guess, from my recent visits to its Github page, a user there, Lactozilla, is spearheading development now. If anybody's up to it, volunteer as contributors to its development.