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The GMate Engine Open Source STH 2 like Engine for Game Maker 8 and soon Studio!

#1 User is offline Violet 

Posted 14 June 2016 - 12:55 PM

  • Posts: 150
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Posted Image

What is GMate?
The Sonic GMate Engine is a game engine created by Violet (Me) for GameMaker 8+, 
trying to capture the feel Sonic 2 had. 
With help from the creator of the GameMaker Studio engine "Sonic MAX" and a lot of other great people, I managed to create
a Sonic Engine for GM8 that not only feels close to the original games, but is also easy to use!

FEATURES:
This engine includes, in addition to an almost accurate recreation of Sonic 2's physics, a wide selection of gimmicks across the Sonic series.
Basics:
Sonic, Tails and Knuckles are all playable and have all of their abilities accurately recreated. Tails can fly and Knuckles can glide and climb.
The basics of Sonic-styled gameplay are all included. This includes rings, layer based parts, such as loops, goal posts, capsules and monitors and springs, alongside many others.
Both smooth 360° angle and classic 8 angle modes are included.
A title screen, credits and a test stage are included to show off our features and gimmicks, which include:

Sonic 1:
-Bridges, the same specifics as in Green Hill
-Tunnels, alongside the bridges taken from Green Hill
-Spike Logs, again, from Green Hill
-Shields, from S1 only the normal shield
-Breakable walls, which function as in Green Hill

Sonic 2:
-The corkscrews from Emerald Hill
-Badniks, including Buzz Bombers, Coconuts and Mashers
-Bumpers, modelled after Casino Night
-Pipes, taken from Chemical Plant
-Water, based on Aquatic Ruin
-Swinging platforms, again, modelled after Aquatic Ruin
-Breakable platforms, taken from Mystical Cave
-Spikes, modelled after those from Sonic 2, without the infamous "Spike Bug" from S1

Sonic 3&K:
-Elemental Shields, all 3 versions with all of their abilities
-Boosters from Carnival Night

Sonic CD:
-Pinball flippers, taken from Collision Chaos
-Super Peelout

and so on...

Please read the bottom of the README script in the Engine.
It shows you how to make a working Zone.

An outdated video I took a while ago, in case you want to see it in action before you try it out by yourself:
https://www.youtube....h?v=C3FYy3GVvLU

Controls:

A for Action / Jump or Changing a Item while using Debug.
B for Special (Not used yet) or Placing a Item while using Debug.
Enter for Pause
F2 for Debug Mode (When a Debug controller is in the current level.)
Downloads:

STABLE BUILD:

NEW 1.1 BUILD: Download!
Also, read this to learn more about the new data select screen: https://sites.google...al-zone---act-1

Download (Full Package - Version: 1.0.5)

Download (GMK Only** - Version: 1.0.5)

Download (EXE Only, requires Full Package - Version: 1.0.5)

If you find any bugs, let me know!
I'll try to fix as much as possible.

Website for Help: https://sites.google...ateengineguide/
This post has been edited by Violet: 12 June 2017 - 07:30 PM

#2 User is offline DarkVDee 

Posted 15 June 2016 - 03:28 PM

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I've testes this GMate engine and gameplay sample of it and wow how amazing it is everyone. It feels like a perfect Sonic 2 port. If I were you, I would take this opportunity and use it. If you can't use click team fusion or any other engines, then try this and see it for yourself. I've seen good results from it so far.

#3 User is offline Ay Jay 

Posted 10 July 2016 - 03:45 PM

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Guys, I got to test this Engine, and goddamn, it's great. It runs smoothly, it's easy to use, and creating Acts and Zones with is surprisingly straight foward. I dare say it's just as good if not better than Sonic Worlds. By all means, try it out. You'll be impressed.

#4 User is offline Kharen 

Posted 10 July 2016 - 04:15 PM

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Any updates on the Studio port? I've only got GM Studio, and I'd love to give this a try. I have a couple ideas that I'd like to play around with.

#5 User is offline Violet 

Posted 11 July 2016 - 01:00 PM

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View PostKharen, on 10 July 2016 - 04:15 PM, said:

Any updates on the Studio port? I've only got GM Studio, and I'd love to give this a try. I have a couple ideas that I'd like to play around with.


50% done atm.
Should be ready within 2 - 3 weeks.
Depends on how much time I have to work on it ^^

#6 User is offline Kono Mike da! 

Posted 25 July 2016 - 11:11 AM

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I hate to bump this, but
1) Is there an ETA for the Studio port?
2) Are there new features planned?

Thanks.

#7 User is offline Violet 

Posted 25 July 2016 - 12:10 PM

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View PostKono Mike da!, on 25 July 2016 - 11:11 AM, said:

I hate to bump this, but
1) Is there an ETA for the Studio port?
2) Are there new features planned?

Thanks.


1. Don't really have time to work on it atm, busy with other stuff BUT I hope to release it in the next 1-2 months.
2. Shader related stuff most likely. Also some new gimmiks like the Drop Dash from Sonic Mania.

#8 User is offline Violet 

Posted 02 September 2016 - 11:03 AM

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People been asking for it :p
https://www.youtube....h?v=jUo1eD424Fc

#9 User is offline Violet 

Posted 15 October 2016 - 12:11 AM

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Newest GMate build is up now.
Check the SAGE booth.

Keep in mind that the Studio port still has a few issues i was not able to fix before the deadline.
I'll get a patch out asap.

#10 User is offline Kharen 

Posted 11 June 2017 - 07:25 AM

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I finally got around to trying this engine out. (Yeah, it's been forever, I know.) I have a couple questions that I wanted to ask.

1: Is there anything special that I have to do if I want to add a character that's a different size than the defaults? Specifically, I want to make something with an 8-bit look, and would like to use the Sonic graphics from Sonic Pocket Adventure. It's much smaller than the default Sonic sprite.

2: Like I said, I'm going for an 8-bit theme. Can I shrink down stuff like loops from their default size, and will stuff still work if I do everything in 16 angles instead of smooth curves?

#11 User is offline HedgeHayes 

Posted 11 June 2017 - 07:14 PM

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I've checked this and you can switch the rotation mode from 360 to classic (8 angles, iirc). About the sizes, I think it's possible to change them with little effort but I haven't revised the whole engine so, if I were you, I'd do a quick try with a sample with just a few tiles and objects; that wouldn't take you that much time.

Something to note: if you're using the GM Studio version, it has a couple of bugs not seen in the GM8 one, probably because the first one doesn't have the most recent updates from the latter.

By the way, I hope you can make what you want, as I'd love to see more 8-bit style fan games. I'm also ready to help in anything I can, if you need it (check the "about me" section in my profile for more info).

#12 User is offline Violet 

Posted 11 June 2017 - 08:42 PM

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Tested the 8 bit sprites without any changes and they work pretty okay. Not tested yet but all you need to do is a few changes to the left/right collision scripts and change their size. (otherwise you hit the wall too early with the small sprites)
The GM:S version has more issues because i didn't make the port, it was a friend of mine. (I worked on the GM8 version, he the Studio one)

Wait a week, or two or three and my new engine called Flicky should be out (1.0 at least) won't have as many features and gimmicks like the AI but it's better and more accurate.
This post has been edited by Violet: 11 June 2017 - 08:43 PM

#13 User is offline Kharen 

Posted 12 June 2017 - 02:19 AM

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You tested the sprites, and they all worked? Cool. I was a bit worried since I wasn't sure how well the animations would work. Every time that I tried putting something together in Game Maker, I'd use a different sprite for each animation, and swapped between them. I'd never tried putting them all in one sprite before, so I wasn't certain how much I was going to have to pick at things to get things working with different numbers of frames per animation. If it's that easy to put together, that's a bit of a relief. (Also why I haven't bothered with the trial version of Studio 2. I'd hit the resource limits before I'd be able to even have enough to test with.)

I also went and tested reducing the number of angles down to what I needed. Not an extensive test, just went to see if three angles were enough to get Sonic to run up a wall properly. It worked out well, so the engine should work well enough for what I want. I took a look at how loops were put together, and I should be able to build smaller loops out of individual angled terrain pieces, so that should work out as well.

I'll keep at it with the current engine for now. I'm a bit slow at putting everything together, and finals aren't helping much in that regard. Even if I do swap to the new engine (which I probably will when it comes out), this one lets me see how well my ideas for level design work in motion.

You know, like HedgeHayes said, we don't see too many 8-bit themed fan-games come out. Do you think that you could throw together an 8-bit sized character in your new engine as a character choice? Just having it as an available option that can be easily used might get more people to decide to do stuff with it. (Also, tinkering with the simpler 8-bit tiles is TONS easier when trying to come up with new tilesets for levels)

#14 User is offline HedgeHayes 

Posted 12 June 2017 - 07:51 AM

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I've been thinking about this and realized that it could be an interesting idea to mix things and make 8-bit style graphics using 16-bit sizes, and vice versa. Parallax backgrounds on 8-bit aesthetics could be a nice thing too.

Some curious fact I tested once: 8-bit Sonic is actually bigger in proportions than 16-bit Sonic, but we don't usually notice it because of his actual size in pixels. The loops on Green Hills zone from 8-bit Sonic 2 are insanely big if faithfully adapted to 16-bit version graphics.

#15 User is offline Violet 

Posted 12 June 2017 - 07:23 PM

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@Kharen yeah sure, i can try to do that!
Also, i updated the downloads in the first post. The latest version on the website is 1.0.5, the newest one is 1.1 though.
This post has been edited by Violet: 12 June 2017 - 07:26 PM

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