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StH: DX turned fan game for now.

#1 User is offline Caitlin 

Posted 10 September 2006 - 10:12 PM

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Since I took a break from my hack, I've decided to do something closely related to it. I want it to be everything I want my hack to be, but I'm too challenged at 68K to implement many of the features.

I'm making a fan game based off Damizean and McdIzzY's 360 Sonic engine. I know what some of you're thinking. "oh boohoo, gmae maker..." and such. However, some god damn decent stuff is possible. Take the engine for example. =P

Well, I have two screens so far. And they're very basic, to show the stuff I've done so far, which includes motion blurring, and Super Sonic. I'm working on spindash at the moment, but I probably made a typo in the code, preventing it from working. Either that or the GM language isn't capable of a few things that 68K is, I dunno.

Posted Image
In comes the title card, with alpha fading(not shown here), for that extra touch.

Posted Image
Super Sonic, with motion blurring. I don't have a screenshot of the transformation, cause simply, it's nothing too special yet. It's basically Sonic 2 style. I might do super flashy effects though. =P

Any question, comments, and the like?

I'll say it now, I don't care how repetitve I sound, but I'm staying with Game Maker, no matter what anyone says, simply cause I don't know any other programming languages('cept 68K). Plus, I've based it on someone else's engine due to the reason that I can't make a fluid collision system by myself. I can't even do blocky shit, hell, I can't work with collision period. The only collision I ever did was a basic sloppy 3D box collision, and that was shit. =P

My current sprites come from the "Modern Sonic" sprite sheet hosted on The Mystical Forest Zone, and the Super Sonic sprites were made by t0ms0nic, who just happens to be one of the best spriters I know of. =P

#2 User is offline Taco 

Posted 10 September 2006 - 10:26 PM

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I'm not too knowledgable on programming, but I do recall hearing of a few projects (another sonic one even) that were made on gamemaker and turned out quite good.
If gamemaker works best for you, then go for it

I still can not get enough of that title card for the level ;)

#3 User is offline superstarCSB 

Posted 10 September 2006 - 11:05 PM

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the game doesn't look too bad at all. of course I am on my cell phone right now so the picture is kinda blurry. but good luck on the game!

#4 User is offline Damizean 

Posted 11 September 2006 - 08:26 AM

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ThunderSpeed, on Sep 10 2006, 07:12 PM, said:

Since I took a break from my hack, I've decided to do something closely related to it. I want it to be everything I want my hack to be, but I'm too challenged at 68K to implement many of the features.

I'm making a fan game based off Damizean and McdIzzY's 360 Sonic engine. I know what some of you're thinking. "oh boohoo, gmae maker..." and such. However, some god damn decent stuff is possible. Take the engine for example. =P

Well, I have two screens so far. And they're very basic, to show the stuff I've done so far, which includes motion blurring, and Super Sonic. I'm working on spindash at the moment, but I probably made a typo in the code, preventing it from working. Either that or the GM language isn't capable of a few things that 68K is, I dunno.

In comes the title card, with alpha fading(not shown here), for that extra touch.

Super Sonic, with motion blurring. I don't have a screenshot of the transformation, cause simply, it's nothing too special yet. It's basically Sonic 2 style. I might do super flashy effects though. =P

Any question, comments, and the like?

I'll say it now, I don't care how repetitve I sound, but I'm staying with Game Maker, no matter what anyone says, simply cause I don't know any other programming languages('cept 68K). Plus, I've based it on someone else's engine due to the reason that I can't make a fluid collision system by myself. I can't even do blocky shit, hell, I can't work with collision period. The only collision I ever did was a basic sloppy 3D box collision, and that was shit. =P

My current sprites come from the "Modern Sonic" sprite sheet hosted on The Mystical Forest Zone, and the Super Sonic sprites were made by t0ms0nic, who just happens to be one of the best spriters I know of. =P

You know, there's a much more decent and newer version of my engine around... Also, Rogueyoshi has been working on a cool engine wich already has some of the basic stuff. Maybe you might want to give a try and make yours off it (It's opensource).
This post has been edited by Damizean: 11 September 2006 - 08:27 AM

#5 User is offline Caitlin 

Posted 11 September 2006 - 03:45 PM

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I'll check out your updated engine. I wasn't aware of an update, as I've been out of the fan-gaming part for quite a bit of time.

I'd check out the other one, but that file size is a bit steep for dial-up. Hopefully I can get off it soon.

#6 User is offline SGR 

Posted 11 September 2006 - 03:51 PM

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What's the music gonna be? MIDI or MP3?

#7 User is offline Caitlin 

Posted 11 September 2006 - 04:10 PM

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probably MIDI. I've tried working MP3's into one of my fangames before and it cut the frame rate by 10. It might not have an effect on normal gameplay, as the frame limit I was testing with was 300, with the final count down from 260 to 250. If you add art, alpha effects, and quite a number of objects, there might be some effect.

Hmm....... now that I look at the graphics in the base test zone, I think I might make a sort of "VR Training" level.
This post has been edited by ThunderSpeed: 11 September 2006 - 04:50 PM

#8 User is offline Lostgame 

Posted 11 September 2006 - 04:11 PM

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Hey, cool!

Hope you actually do something with it, unlike my countless GM projects which are all gone due to massive damage caused by my HDD failiure.

#9 User is offline Yoshi 15 

Posted 11 September 2006 - 04:17 PM

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ThunderSpeed, on Sep 11 2006, 05:10 PM, said:

probably MIDI. I've tried working MP3's into one of my fangames before and it cut the frame rate by 10. It might not have an effect on normal gameplay, as the frame limit I was testing with was 300, with the final count down from 260 to 250. If you add art, alpha effects, and quite a number of objects, there might be some effect.

Come on, be a real man and use ADX :P

Anyway, good luck, and you can ask me for help. I'm good with GM.

#10 User is offline PC2 

Posted 11 September 2006 - 04:46 PM

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That's awesome. If I knew anything about how to make good Sonic fangames, I would do the same thing with Sonic the Hedgehog: Ramped. That way, I could add MP3's and miscellaneous other uber-custom shit as well, easily. I'm actually a fan of The Games Factory and other game makers, despite how much they are considered 'cheating' in creating a fangame. After all, it is just a fangame, at the end of the day. :\

#11 User is offline TeRaByTe88 

Posted 11 September 2006 - 05:33 PM

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Why not wait for the Retro Sonic Editor by Taxman... that way you would get the physics of a real sonic game with the ablility to port levels from s1...
This post has been edited by TeRaByTe88: 11 September 2006 - 05:34 PM

#12 User is offline SMTP 

Posted 11 September 2006 - 07:26 PM

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13MB isn't steep file size for dialup. Take it from me, I've been with dialup for 10 years now... =P

About 400MB is what I'd consider steep... =P
This post has been edited by SMTP: 11 September 2006 - 07:29 PM

#13 User is offline Caitlin 

Posted 11 September 2006 - 08:57 PM

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Well, I don't necessarily have the time. 13 MB is about an hour and 30 minutes for me...

also, I 'fixed' the speed-blur thing. When I finally put a loop in the game, it appears that the y speed variable isn't used while you're on the ground, even if you're going straight up. My blurs relied on speed, rather than previous positions. So now, every error that was associated with the speed-blurring has been fixed.

Posted Image
EDIT: If you're wondering, right under the rings I have a crappy speedometer, which currently just multiplies the speed by 4. Not accurate, but efficient for now. Also, the ring count is pretty high cause I have the Super Sonic ring countdown subtract 10 rings at the moment, for testing purposes. Chances are, you'll never get that many rings. =P

Quote

Why not wait for the Retro Sonic Editor by Taxman... that way you would get the physics of a real sonic game with the ablility to port levels from s1...


Well, I want to work with an engine I'm comfortable with. I know the basic ins and outs of it, so I might as well use this one. *shrug* Besides, it's not too hard to work in a sonic 1 level.
This post has been edited by ThunderSpeed: 11 September 2006 - 09:02 PM

#14 User is offline Gibbo 

Posted 12 September 2006 - 02:47 PM

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Can't really say anything so far because its only the test level ( Nice to see my modern sonic being used)

#15 User is offline Ollie 

Posted 13 September 2006 - 02:25 PM

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It's a nice idea with a fan game and all. (Still think the hack is going to be so much better, cos it sounds and looks so unique for a rom hack.) But I was thinking would you carry it on after you restart your hack?

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