I'm not sure how many of you have encountered a humble little programme called Sonic Extractor 8-bit, but there's something you should know about it.
I had intended it to be a fully playable remake of Sonic 1 8-bit, with the ability to switch between the SMS and GG versions, as well as view the maps. It would have improved physics, ring loss, spindash, yada yada yada.
Needless to say, teh nOOb's delusions of grandeur fell apart because of the sheer amount of tedious busywork involved in porting each level's tiles, objects, music and behaviour.
However, that isn't to say much progress wasn't made. I had basically completed the engine.
The reason I bring all this up is because I am announcing that I am working on an editable Sonic Engine, made in Game Maker 7. Its intent is to be an alternative to ROM hacking, for those whose ambitions surpass what the Mega Drive is capable of. I plan on having videos and demos soon.
As an early morsel, though, I present a hastily compiled example of what Sonic Extractor 8-bit might have been, as a taste of things to come.
And the purpose of this thread isn't merely to show off, but to gather data. I welcome all suggestions for features you'd like to see in an editable Sonic Engine. Of course I can't promise to include them all, but I'll do my best to keep the reasonable ones in mind. It wouldn't do any good to release a Sonic Engine that nobody wanted to use to make a game. (Oh, and I also wouldn't mind suggestions on what to call the engine.)
Anyway, here's the SX8B 'Playable Version' DEMO LINK, for your entertainment. I'd post pics, but it's late, and they'd only look like Sonic 1 8-bit, anyway.
Over the next few days I'll get the video logging feature polished up, and hopefully you'll see Knuckles with his full moveset clambering about a zone full of loops and moving platforms. Thrills and chills!
EDIT: Video and partial features list:
UPDATE: Feb 10th, 2010
New video to show off the latest feature. I rewrote the engine so that the solid objects are scalable. This saves memory and makes it much easier to snap zones together. Even when snapping to an 8x8 grid, I can approximate Starlight Zone pretty damn closely.
I had intended it to be a fully playable remake of Sonic 1 8-bit, with the ability to switch between the SMS and GG versions, as well as view the maps. It would have improved physics, ring loss, spindash, yada yada yada.
Needless to say, teh nOOb's delusions of grandeur fell apart because of the sheer amount of tedious busywork involved in porting each level's tiles, objects, music and behaviour.
However, that isn't to say much progress wasn't made. I had basically completed the engine.
The reason I bring all this up is because I am announcing that I am working on an editable Sonic Engine, made in Game Maker 7. Its intent is to be an alternative to ROM hacking, for those whose ambitions surpass what the Mega Drive is capable of. I plan on having videos and demos soon.
As an early morsel, though, I present a hastily compiled example of what Sonic Extractor 8-bit might have been, as a taste of things to come.
And the purpose of this thread isn't merely to show off, but to gather data. I welcome all suggestions for features you'd like to see in an editable Sonic Engine. Of course I can't promise to include them all, but I'll do my best to keep the reasonable ones in mind. It wouldn't do any good to release a Sonic Engine that nobody wanted to use to make a game. (Oh, and I also wouldn't mind suggestions on what to call the engine.)
Anyway, here's the SX8B 'Playable Version' DEMO LINK, for your entertainment. I'd post pics, but it's late, and they'd only look like Sonic 1 8-bit, anyway.
Over the next few days I'll get the video logging feature polished up, and hopefully you'll see Knuckles with his full moveset clambering about a zone full of loops and moving platforms. Thrills and chills!
EDIT: Video and partial features list:
- customisable keyboard, and joypad support (optionally, analog stick emulates Dpad)
- place objects and tiles with mouse (snap to grid, grid sizing and view settings)
- real-time variable, expression watching
- save and load created zones to txt files
- three playable characters, built-in
- record input movies, then playback and even convert to video files
UPDATE: Feb 10th, 2010
New video to show off the latest feature. I rewrote the engine so that the solid objects are scalable. This saves memory and makes it much easier to snap zones together. Even when snapping to an 8x8 grid, I can approximate Starlight Zone pretty damn closely.
This post has been edited by Mercury: 10 February 2010 - 03:40 AM


