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Sonic Time Twisted (New Screenshots! 28-04-2015)

#1 User is offline Mercury 

Posted 19 September 2011 - 03:53 AM

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Check out the Sonic Time Twisted SAGE booth!

We weren't able to get a playable demo of Sonic Time Twisted ready in time for SAGE - Overbound and I are holding out on you guys, because when the demo drops, it's gonna knock your socks off.

In the meantime, you can check out the awesome screenshots and Hinchy's rockin' soundtrack.

Also being shown is a modest effort that's almost entirely my own, which I put together in a mad dash over the last couple of weeks. It's something I call "SonicGMX":

Posted Image

It's a remake of the first act of SBZ in Game Maker (hence the "GMX" in the title) using my AeStHete engine technology (including some experimental features that might make it into the engine). I'm hoping it's as balls-on accurate as you've all been expecting from all the hype.

Now, there are some compatibility issues, because GM is a bitch. From feedback and experimentation, I will try and address as many of these issues as possible so that they won't bog down Sonic Time Twisted or the AeStHete final.

Some people have been complaining of slowdown which may be related to joypad querying on systems with no joypad. If so, you can try to fix it by changing
JOYPORT = 1;

to
JOYPORT = 0;

in "config.txt" to disable the joypad.

As some folks might be confused by some of the changes made, I'll list them here:

Quote

  • Sonic's palette, as well as the object palette, have been "warmed up". I did this on a whim to give it a more 32X look. If widely reviled, it will be made optional if SonicGMX ever proceeds as a project.
  • The music is "Techno Power Mix" by Naofumi Hataya and Masafumi Ogata. I wanted a long song rather than a SBZ remix because I knew people would be spending a lot of time in the level trying things out.
  • Sonic has the Spin Dash and Dash (Super Peel Out).
  • The palette cycling has been smoothed out, which can be toggled on/off with F11.
  • There's an incredibly crappy faux-CRT filter which can be toggled on/off with F12. It'd probably make anyone with a working knowledge of display technology weep bitter tears, but I kind of like the look it gives things.



And known issues:

Quote

  • Apparently the camera can get futzed sometimes when hitting springs.
  • The caterkillers' segments get screwed up. This is due to the object deactivation/reactivation code, which in the SonicGMX demo is not the tidy AeStHete method but a bodge-job I threw in for boring reasons known only to me. Don't expect these kinds of errors in STT or AeStHete.



I hope you guys love it as much as I loved making it. I'll be dealing with some major life upheavals over the next few months, such as moving house among other things, but I'm dedicated to bringing AeStHete, "an excellent Sonic the Hedgehog engine that's editable", to the community for the benefit of all as soon as is humanly possible.
This post has been edited by Mercury: 28 April 2015 - 09:06 PM

#2 User is offline Zenor 

Posted 19 September 2011 - 12:31 PM

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Mother of god.

Tubes are somewhat bugged if you don't go through them while rolling, but I can easily overlook something like this after looking at the rest.

#3 User is offline Lapper 

Posted 19 September 2011 - 01:32 PM

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To be honest I was most impressed wit how accurately you placed the walking animation.

Nah, it was absolutely perfect. Though when walking in the tubes (which shoots you up to the next floor) he rotates 360 degrees on the slopes, is 8-direction rotation implemented at all?

Also, Time twisted is looking good form what I can see right now, Attraction Attack in particular. Nice stuff!

EDIT:
Spacebar is interesting. Now I can see you used palletes for everything. You really are a wizard, aren't you.

EDIT 2:
Most of the time jumping doesn't work (from startup, not on/off). Might wanna check that out.
This post has been edited by Sonica: 19 September 2011 - 02:06 PM

#4 User is offline Neo Hazard 

Posted 19 September 2011 - 04:48 PM

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If this engine is released for public use, I think Sonic Worlds will finally have met it's match. This is brilliant.

#5 User is offline Mercury 

Posted 20 September 2011 - 01:03 AM

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View PostZenor, on 19 September 2011 - 12:31 PM, said:

Tubes are somewhat bugged if you don't go through them while rolling, but I can easily overlook something like this after looking at the rest.

:argh:
You're all probably wondering how something so egregious could have slipped through the testing phase. Well, the truth is it didn't - that bug was introduced by a last-minute fix to something else.

I've fixed it now, but it might take a while for the booth's link to reflect it, because I have to send the new build to Overbound so he can put it up.

View PostSonica, on 19 September 2011 - 01:32 PM, said:

Nah, it was absolutely perfect. Though when walking in the tubes (which shoots you up to the next floor) he rotates 360 degrees on the slopes, is 8-direction rotation implemented at all?

It's going to be there. I know people would like a choice between both kinds.

Quote

Most of the time jumping doesn't work (from startup, not on/off). Might wanna check that out.

Could you elabourate please?

View PostNeo Hazard, on 19 September 2011 - 04:48 PM, said:

If this engine is released for public use, I think Sonic Worlds will finally have met it's match. This is brilliant.

Match? Sir, I am insulted! :v:

#6 User is offline DimensionWarped 

Posted 20 September 2011 - 01:17 AM

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View PostNeo Hazard, on 19 September 2011 - 04:48 PM, said:

If this engine is released for public use, I think Sonic Worlds will finally have met it's match. This is brilliant.


Well, it's always going to be an option for people who prefer MMF to Gamemaker, but yes, I agree that Aesthete is a better engine overall in most regards.
This post has been edited by DimensionWarped: 20 September 2011 - 01:17 AM

#7 User is offline Zenor 

Posted 20 September 2011 - 04:39 AM

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View PostMercury, on 20 September 2011 - 01:03 AM, said:

View PostZenor, on 19 September 2011 - 12:31 PM, said:

Tubes are somewhat bugged if you don't go through them while rolling, but I can easily overlook something like this after looking at the rest.

:argh:
You're all probably wondering how something so egregious could have slipped through the testing phase. Well, the truth is it didn't - that bug was introduced by a last-minute fix to something else.

I've fixed it now, but it might take a while for the booth's link to reflect it, because I have to send the new build to Overbound so he can put it up.

Sweet.

Another bug(?) is that Sonic returns to his walking animation after being hurt, but before landing on the ground. EDIT: also
This post has been edited by Zenor: 20 September 2011 - 10:28 AM

#8 User is offline Felik 

Posted 20 September 2011 - 05:28 AM

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So can you apply more advanced filters to it like 2xSai? I know if it's even possible it'd be quite cpu-consuming but I have a very good computer and I really would like to play with smoothing :)
This post has been edited by Felik: 20 September 2011 - 05:28 AM

#9 User is offline Lapper 

Posted 20 September 2011 - 09:37 AM

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Bah, sorry, I forgot the config file like an idiot. Nope, it's perfect. I just hope, if you do another test, it's Marble Zone. I <3 marble zone. Soooo very much.

...as for Sonic Worlds, I don't think the goal of that was to be 101% accurate, but rather to have as many gimmicks as possible, so they both have their advantages.
This post has been edited by Sonica: 20 September 2011 - 09:38 AM

#10 User is offline steveswede 

Posted 20 September 2011 - 09:25 PM

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View PostMercury, on 19 September 2011 - 03:53 AM, said:

but I'm dedicated to bringing AeStHete, "an excellent Sonic the Hedgehog engine that's editable", to the community for the benefit of all as soon as is humanly possible.


This this THIS NEEDS TO HAPPEN FOR SURE!!! The physics are absolutely glorious, even the way you loose rings is knob on which I've never seen any fan game ever do properly. Now I'm going to go and jerk off to these physics another twenty times while you can be smug at being the legend that will put an end to fan games with shitty physics.

#11 User is offline Mercury 

Posted 21 September 2011 - 12:43 AM

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View PostZenor, on 20 September 2011 - 04:39 AM, said:

Another bug(?) is that Sonic returns to his walking animation after being hurt, but before landing on the ground.

That's not a bug, it's a ~feature~. I hate losing control for so damn long, especially when Sonic is knocked off a cliff. =P

View PostFelik, on 20 September 2011 - 05:28 AM, said:

So can you apply more advanced filters to it like 2xSai? I know if it's even possible it'd be quite cpu-consuming but I have a very good computer and I really would like to play with smoothing :)

I could look into it, but I don't think 2xSai can be easily translated into a pixel shader.

View Poststeveswede, on 20 September 2011 - 09:25 PM, said:

This this THIS NEEDS TO HAPPEN FOR SURE!!! The physics are absolutely glorious, even the way you loose rings is knob on which I've never seen any fan game ever do properly. Now I'm going to go and jerk off to these physics another twenty times while you can be smug at being the legend that will put an end to fan games with shitty physics.

Huge thanks, dude. Hearing things like this is what keeps me going!

#12 User is offline Azu 

Posted 21 September 2011 - 05:22 AM

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Hmm. I think I may have to start learning GML.

#13 User is offline jasonchrist 

Posted 21 September 2011 - 09:55 AM

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Is it a little presumptuous of me to be making sprite sheets and drawing up level maps after playing this?

Friggin AWESOME Mercury!

#14 User is offline Lapper 

Posted 21 September 2011 - 10:01 AM

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I'm making sprite sheets too... :3

http://intheshadeofa...5/aesthete.html < Here is his blog post about the engine with more info (hope you don't mind, Mercury)

..and I think it's being released after Time Twisted.

#15 User is offline Zenor 

Posted 21 September 2011 - 01:13 PM

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View PostSonica, on 21 September 2011 - 10:01 AM, said:

I'm making sprite sheets too... :3

http://intheshadeofa...5/aesthete.html < Here is his blog post about the engine with more info (hope you don't mind, Mercury)

..and I think it's being released after Time Twisted.

There's also this screenshot Overbound posted over at SFGHQ. It's looking great.
This post has been edited by Zenor: 21 September 2011 - 01:14 PM

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