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":
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;
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:
- 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:
- 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.