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Any 2D resources for Modern Sonic moves/skills?

#1 User is offline CommandanteStreakTH 

Posted 24 December 2015 - 03:26 PM

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I'm looking for prepackaged code for moves such as homing attack, lightspeed dash, boost, etc. etc. for 2D Sonic engines, do you know where I can find some? I'm also wondering if they're for GM, Sonic Worlds, or both. Saves us some time having to program them from scratch.

#2 User is offline Mr Lange 

Posted 24 December 2015 - 06:12 PM

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Good timing. The Sonic Worlds engine is updating tomorrow with much of what you're looking for.
This post has been edited by Mr Lange: 24 December 2015 - 06:12 PM

#3 User is offline CommandanteStreakTH 

Posted 24 December 2015 - 06:55 PM

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View PostMr Lange, on 24 December 2015 - 06:12 PM, said:

Good timing. The Sonic Worlds engine is updating tomorrow with much of what you're looking for.


That timing is most impeccable indeed. Looks like I have one more point against using GameMaker as the engine.


Say, you've been a helpful if snarky (I think?) chap, what engine would you recommend yourself?

#4 User is offline Mr Lange 

Posted 24 December 2015 - 07:16 PM

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Sonic Worlds is in many ways the best right now given how thorough and feature rich it is, and MMF2's simplicity makes it easy to use. However, MMF2 has huge drawbacks that keep me from using it, and these issues have resulted in Worlds becoming very bloated and difficult to manage. In other words, it's easy to use off the bat, but attempting to make any significant modifications or even a full game can become a huge strain. If you're wondering, Sonic Worlds can be used with CF2.5, but it's not much better than MMF2.
I would recommend Sonic MAX for Game Maker Studio, given it's arguably the best Game Maker engine around. It only has homing attack as far as modern abilities go, but the engine is full of features, very accurate, versatile and relatively easy to use. Tpot, the creator, is also fairly active, can answer questions here, and is still updating the engine.
GMate, a Game Maker 8 engine with a planned Game Maker Studio port, is in development right now and that will be a good rival to MAX. It'll have several modern abilities out of the box, and may be more what you're looking for. However, it won't be public until next SAGE, a few months from now.
This post has been edited by Mr Lange: 24 December 2015 - 07:21 PM

#5 User is offline CommandanteStreakTH 

Posted 24 December 2015 - 07:40 PM

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View PostMr Lange, on 24 December 2015 - 07:16 PM, said:

Sonic Worlds is in many ways the best right now given how thorough and feature rich it is, and MMF2's simplicity makes it easy to use. However, MMF2 has huge drawbacks that keep me from using it, and these issues have resulted in Worlds becoming very bloated and difficult to manage. In other words, it's easy to use off the bat, but attempting to make any significant modifications or even a full game can become a huge strain. If you're wondering, Sonic Worlds can be used with CF2.5, but it's not much better than MMF2.
I would recommend Sonic MAX for Game Maker Studio, given it's arguably the best Game Maker engine around. It only has homing attack as far as modern abilities go, but the engine is full of features, very accurate, versatile and relatively easy to use. Tpot, the creator, is also fairly active, can answer questions here, and is still updating the engine.
GMate, a Game Maker 8 engine with a planned Game Maker Studio port, is in development right now and that will be a good rival to MAX. It'll have several modern abilities out of the box, and may be more what you're looking for. However, it won't be public until next SAGE, a few months from now.


I see. So basically, Sonic Worlds is only good as-is, but if you want to add extra gameplay, the GM engines are the way to go? You see, I'm planning to add in a layer of combat and an rpg-like element to the game, is it still achievable in Sonic Worlds or is it not feasible, compared to the GM engines? I've been looking for Sonic Worlds because I can't program, and I don't plan on being a programmer, yet I still want to get some of the weight off my co-developers' backs and chip in here and there, since it's so simpler to use compared to GM. Do you think it'd still be worth either?

Also, I'm a bit unsure whether to wait for the next SAGE just for another engine, I was wondering if there were any resources since I've seen them in other games.
This post has been edited by CommandanteStreakTH: 24 December 2015 - 07:41 PM

#6 User is offline Mr Lange 

Posted 24 December 2015 - 07:51 PM

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It's certainly achievable in Sonic Worlds, but it can quickly get very sticky and complicated. I would only recommend doing so if you have a strong knowledge and understanding of Worlds' inner workings, as well as MMF2 itself.
You would likely be able to achieve this much more simply and cleanly with a Game Maker engine, but if you can't do programming, I don't know what to tell you. GML is very easy to learn and use, so if you're willing to take a step up from visual programming, you'll have a lot more at your disposal for what would likely not be much trouble.
This post has been edited by Mr Lange: 24 December 2015 - 07:51 PM

#7 User is offline CommandanteStreakTH 

Posted 24 December 2015 - 08:05 PM

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View PostMr Lange, on 24 December 2015 - 07:51 PM, said:

It's certainly achievable in Sonic Worlds, but it can quickly get very sticky and complicated. I would only recommend doing so if you have a strong knowledge and understanding of Worlds' inner workings, as well as MMF2 itself.
You would likely be able to achieve this much more simply and cleanly with a Game Maker engine, but if you can't do programming, I don't know what to tell you. GML is very easy to learn and use, so if you're willing to take a step up from visual programming, you'll have a lot more at your disposal for what would likely not be much trouble.


I do have a couple programmers on my team, and one of them knows his way around GM, so it's a good start. I could certainly learn from them if given the chance. The real problem now is whether to go ahead with the work or find yet another programmer, more skilled and experienced in GameMaker and GML. What would be your advice?

(Are you interested yourself in what the game is about?)

#8 User is offline Mr Lange 

Posted 24 December 2015 - 08:12 PM

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I have nothing to base an interest on yet, but you're welcome to explain it and I'll give whatever advice I can.
I would recommend you dive in and do everything you can, because ultimately you'll just become that much more capable as you go.
This post has been edited by Mr Lange: 24 December 2015 - 08:12 PM

#9 User is offline Mors 

Posted 24 December 2015 - 08:23 PM

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Sonic MAX is a really great engine, however it's not that easy to use and it requires some GML experience. If you (or your co-developers) don't know GML, don't start to learn it with Sonic MAX.
If you have enough experience with GML, download it and try to learn how it works. Believe me, it's not hard to use, it just looks a bit complicated. Also, Sonic MAX' homing attack only works with enemies, so if you wanna use it with springs or other stuff you need to edit it a little bit.
If you will have any programming related questions, I will try to answer them as much as I can. But I can't guarantee I can answer everything since I'm not the developer of that engine lol

#10 User is offline CommandanteStreakTH 

Posted 24 December 2015 - 09:12 PM

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Thanks for all the support! Anyone know of any good tutorials on GML? Ones that are intuitive, easy and possibly even entertaining?

#11 User is offline Felik 

Posted 25 December 2015 - 01:48 AM

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I'm so tempted to opensource my engine just to make you stop mumbling around about how much MMF/CF sucks for making a freaking Sonic fangame. SW is packed with features and yes it's extremely difficult to edit/add new features but actual reasons for that is that it's very poorly programmed and as any freaking engine in existence needs to be studied (and studied hard) to be understood.
CF2.5 is more than enough if you just wanna make a Sonic fangame. You just have to not suck at making code and actually have more than superficial knowledge of how to work in it.

#12 User is offline CommandanteStreakTH 

Posted 25 December 2015 - 08:40 AM

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View PostFelik, on 25 December 2015 - 01:48 AM, said:

I'm so tempted to opensource my engine just to make you stop mumbling around about how much MMF/CF sucks for making a freaking Sonic fangame. SW is packed with features and yes it's extremely difficult to edit/add new features but actual reasons for that is that it's very poorly programmed and as any freaking engine in existence needs to be studied (and studied hard) to be understood.
CF2.5 is more than enough if you just wanna make a Sonic fangame. You just have to not suck at making code and actually have more than superficial knowledge of how to work in it.


I see, however what I'm asking is which engine works best that allows additional features and gameplay, for example the aforementioned combat and RPG-like mechanics, and I think Mr Lange summed them up quite nicely.

#13 User is offline Aerosol 

Posted 25 December 2015 - 09:29 AM

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View PostFelik, on 25 December 2015 - 01:48 AM, said:

I'm so tempted to opensource my engine just to make you stop mumbling around about how much MMF/CF sucks for making a freaking Sonic fangame. SW is packed with features and yes it's extremely difficult to edit/add new features but actual reasons for that is that it's very poorly programmed and as any freaking engine in existence needs to be studied (and studied hard) to be understood.
CF2.5 is more than enough if you just wanna make a Sonic fangame. You just have to not suck at making code and actually have more than superficial knowledge of how to work in it.


This is basically everything Lange just said though. You didn't really make much of a defense!

Anyway, Commandante, I don't think you need to worry about "best" right now. Pick a development environment, and stick with it. Make a one level game to get a feel for things, and maybe you'll decide you want to try something else. You sound like you've got some learning to do, and I don't think making a full fangame serves as that great of a learning experience.

#14 User is offline TimmiT 

Posted 25 December 2015 - 09:50 AM

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View PostFelik, on 25 December 2015 - 01:48 AM, said:

I'm so tempted to opensource my engine just to make you stop mumbling around about how much MMF/CF sucks for making a freaking Sonic fangame. SW is packed with features and yes it's extremely difficult to edit/add new features but actual reasons for that is that it's very poorly programmed and as any freaking engine in existence needs to be studied (and studied hard) to be understood.
CF2.5 is more than enough if you just wanna make a Sonic fangame. You just have to not suck at making code and actually have more than superficial knowledge of how to work in it.

So wait, people should stop complaining about how much MMF/CF sucks, cause it doesn't suck cause it's very poorly programmed?

Uuuh

#15 User is offline CommandanteStreakTH 

Posted 25 December 2015 - 09:51 AM

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View PostAerosol, on 25 December 2015 - 09:29 AM, said:

View PostFelik, on 25 December 2015 - 01:48 AM, said:

I'm so tempted to opensource my engine just to make you stop mumbling around about how much MMF/CF sucks for making a freaking Sonic fangame. SW is packed with features and yes it's extremely difficult to edit/add new features but actual reasons for that is that it's very poorly programmed and as any freaking engine in existence needs to be studied (and studied hard) to be understood.
CF2.5 is more than enough if you just wanna make a Sonic fangame. You just have to not suck at making code and actually have more than superficial knowledge of how to work in it.


This is basically everything Lange just said though. You didn't really make much of a defense!

Anyway, Commandante, I don't think you need to worry about "best" right now. Pick a development environment, and stick with it. Make a one level game to get a feel for things, and maybe you'll decide you want to try something else. You sound like you've got some learning to do, and I don't think making a full fangame serves as that great of a learning experience.


I think I understand what you mean. If so then, what's a good balance between learning how GameMaker works and helping out with the actual project?

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