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The Super Ring Engine The open source Sonic engine for GM 8

#1 User is offline MalcomX 

Posted 26 March 2012 - 03:13 AM

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This is something I have been working on for a long time. This is the Super Ring Engine.

Posted Image


The SUPER RING ENGINE is an open-source Sonic the Hedgehog engine created in Game Maker 8. The goal was to create an engine that is similar to the Genesis era games. A few of the features are taken from other engines, so credit goes to their respectable owners. There is some documented code to help aid the creation of your own Sonic games.


FEATURES

  • A fully editable Sonic engine based off of Sonic 3 for Game Maker 8+.
  • 360 degree movement with 8 directional angling. (WIP)
  • Spin jump, spindash, Insta-shield based off of Sonic 3 / S3K.
  • Some basic enemies, with movement and flicky creation.
  • S3 -styled HUD, title card, and level end bonuses.
  • Background Engine (For multiple layer scrolling backgrounds).
  • A few recognizable gimmicks from the Genesis era, re-constructed for the SR Engine.
  • All BASIC Genesis era objects (Rings, springs, spikes, etc.)
  • Monitor boxes. (Ring, Invincibility, Norm-Shield, Bubble Shield, Electra-Shield, & Fire Shield)
  • Beginning Water engine, with working physics (still a little buggy).
  • Testing Zone with gimmicks.
  • Near (not nearly perfect) replica of Emerald Hill Act 1 from Sonic 2 included.


DOWNLOAD

http://www.mediafire...oo6e2asflmnh6nf


Some documentation is included to help get you started with editing. Feel free to use this engine to your liking. Though it is WAAAYYY far from perfect and has some bugs, it is absolutely usable. If you have any questions, don't hesitate to ask. And if you decide to use the engine, please give credit. A lot of hard work has been put into this.

EDIT: I'm not sure how that cover junk got into the GameMusic folder, but it can all be deleted. All that needs to be in that folder is the Game Music, nothing more.
This post has been edited by MalcomX: 26 March 2012 - 03:18 AM

#2 User is offline KingofHarts 

Posted 26 March 2012 - 03:49 AM

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I would love to be one of the first to try this out. Downloading now. I've been working on something for Game Maker 8+ also... with less luck as far as collision goes. I'd love to see how you did it, and how well it is working for you. I'll edit with feedback in a few...

EDIT: It's certainly not bad. I have my complaints about it, but as you mentioned it is still a WIP. It's not bad at all. Certainly better than many GML engine attempts I've seen, I especially like the attempt to implement multiple zone gimmicks.

I hope you will still work on this and continue to fix it. Make it better. One suggestion I have is to check out the Sonic Retro Physics Guide to take a look at what your movement speeds and variables should be, in order to make Sonic move more correctly. (In terms of acceleration, friction, deceleration, jumping, etc.) That is my number one bother with the engine, and while yours is WIP, I would've hoped that movement would've been closer to this. I follow this guide, and suggest that you, and any other engine designers with the same goal, try to do the same.

But I like it. Good work for a start.
This post has been edited by KingofHarts: 26 March 2012 - 04:06 AM

#3 User is offline Lapper 

Posted 26 March 2012 - 09:35 AM

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Incredible, loved every second of it. Apart form Sonic being a few pixels into thew ground, for the most part it was very believable.

I will nibble on one or two points though:
Sonic has a round mask - This makes him slip round corners, though the way this engine is set up, it is required.
No Rolling Physics - OMG! I'm sure this is easy to add.
Sonic Doesn't Break at Low Speeds - This was in all the Damizean Engines. It makes Sonic feel slippery sometimes.
Boxes Don't Break at Low Speeds When Rolling - Hmm, not important, but if you want to get this right...

Nice one anyway, tonnes of gimmicks!

#4 User is offline MalcomX 

Posted 27 March 2012 - 12:44 AM

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Thank you for the comments and feedback. I really appreciate it! Though I might release updates for this, it may not be for a while. I have worked myself dry on this and don't really plan on looking at it again at least for the next week or so. I need to catch up on a lot of schoolwork. But I will keep all your comments in mind though. Of course, it's open-source, so anyone is welcome to fix what they don't like, and/or add to it. What I kind of dislike about engines that others made is that you get so many people who just open the file, slap some new graphics in it, and call it a fan game. I cannot count how many time I've seen the Sonic Worlds Engine (MMF2), and the Sonic Revival Engine (GM) on youtube in 5000000+ different forms. And IMO, the physics were pretty bad in the Revival Engine! Everything is there in the Super Ring Engine to start someone off, but it's good to change and add to it to make it more custom. With that being said, I guess I will make MINOR updates / bug fixes, without going overboard and making an entire game for everyone else to edit. I am already modifying this engine to make my own fan game.

#5 User is offline KingofHarts 

Posted 27 March 2012 - 03:08 AM

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View PostMalcomX, on 27 March 2012 - 12:44 AM, said:

Thank you for the comments and feedback. I really appreciate it! Though I might release updates for this, it may not be for a while. I have worked myself dry on this and don't really plan on looking at it again at least for the next week or so. I need to catch up on a lot of schoolwork. But I will keep all your comments in mind though. Of course, it's open-source, so anyone is welcome to fix what they don't like, and/or add to it. What I kind of dislike about engines that others made is that you get so many people who just open the file, slap some new graphics in it, and call it a fan game. I cannot count how many time I've seen the Sonic Worlds Engine (MMF2), and the Sonic Revival Engine (GM) on youtube in 5000000+ different forms. And IMO, the physics were pretty bad in the Revival Engine! Everything is there in the Super Ring Engine to start someone off, but it's good to change and add to it to make it more custom. With that being said, I guess I will make MINOR updates / bug fixes, without going overboard and making an entire game for everyone else to edit. I am already modifying this engine to make my own fan game.


I get what you mean... I will say this. This, as I already pointed out... is by far one of the best GML made engines in some time. It's far from great... but it's much better than most, for those very reasons you pointed out. One thing that really puts yours over the top is the amount of gimmicks and features you have implemented. (Badniks, interactive objects, etc.) You have done an excellent job at emulating these things.

BTW if you want a laugh... check out this link... and for everyone who watches this... don't DO THIS...

#6 User is offline KingofHarts 

Posted 10 May 2012 - 11:45 AM

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Alright... I'm just beyond struggling to write my own collisions engine. I've got movements and actions to a tee... I'm gonna plug what I got into here, and see if I can't fix it up a little bit to move closer to the original engine. I've already recoded the accel/decel coding with my stuff and its working great. I've also added prebaked sine/cosine tables to speed up gameplay slightly, AND have slightly sped up the game init as well. I'll post it up when it is finished. See what you think MalcomX. Hope you like it. And, if nothing else, I might end up using the Super Ring Engine for my game cuz I am struggling!!! Fucking collisions. Why are you so difficult?

#7 User is offline Lapper 

Posted 10 May 2012 - 02:53 PM

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View PostKingofHarts, on 10 May 2012 - 11:45 AM, said:

Alright...

I'm intrigued.

The main issue with these types of engines is the circle mask, can you change that?

#8 User is offline KingofHarts 

Posted 10 May 2012 - 07:35 PM

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View PostSonica, on 10 May 2012 - 02:53 PM, said:

View PostKingofHarts, on 10 May 2012 - 11:45 AM, said:

Alright...

I'm intrigued.

The main issue with these types of engines is the circle mask, can you change that?


I'm attempting. And that's the part I'm struggling with, unfortunately... As for the rest, I'm doing alright. It's THIS one roadblock that is really getting to me.

That said, I'm looking at this engine, and thinking it could be of some use to solving this problem... I could be wrong.
This post has been edited by KingofHarts: 10 May 2012 - 07:49 PM

#9 User is offline Chaos Fusion 

Posted 11 May 2012 - 06:22 PM

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Unfortunately, I don't have a computer that can run GameMaker at the moment so can you post a video of how the engine handles? The fact that it's meant to be closer to Sonic 3's physics has already caught my attention
This post has been edited by Chaos Fusion: 11 May 2012 - 06:25 PM

#10 User is offline Billy 

Posted 11 May 2012 - 06:49 PM

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I was really excited to take a look at this, since I started recently using gamemaker to impliment some Sonic physics (I haven't gotten very far). But then this:
Posted Image

That's too bad; I'll probably never use this since I never plan on buying game maker.

#11 User is offline Mr Lange 

Posted 11 May 2012 - 07:55 PM

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This engine is gorgeous, if only it weren't for some glaring issues:
The jump motion is REALLY awkward.
You can't jump from ceilings.
Some of the angular momentum conversions are extreme (such as jumping from certain angles while running fast).
There's a lack of precision when flying off of edges (in the beginning, the long drop that loops down and upward like a hook, Sonic doesn't move up when he is no longer off the ground even though the last stretch of ground is vertical, but is instead tossed at a slight angle that makes it nearly impossible to land on the intended platform).
Is it just me... or does Sonic gain vertical energy when combo bouncing across breakables (enemies and monitors)?

#12 User is offline KingofHarts 

Posted 12 May 2012 - 01:03 PM

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View PostBilly, on 11 May 2012 - 06:49 PM, said:

I was really excited to take a look at this, since I started recently using gamemaker to impliment some Sonic physics (I haven't gotten very far). But then this:
Posted Image

That's too bad; I'll probably never use this since I never plan on buying game maker.


Just search GMC for RexEngine. It is the exact same as this... Minus some minor mods and the gimmicks, but it does include Tails and running on water.
EDIT: OR just simply remove the extension packages from the .gmk... its not hard.
This post has been edited by KingofHarts: 12 May 2012 - 09:56 PM

#13 User is offline Crasher 

Posted 13 May 2012 - 12:45 AM

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View PostKingofHarts, on 12 May 2012 - 01:03 PM, said:

View PostBilly, on 11 May 2012 - 06:49 PM, said:

I was really excited to take a look at this, since I started recently using gamemaker to impliment some Sonic physics (I haven't gotten very far). But then this:
Posted Image

That's too bad; I'll probably never use this since I never plan on buying game maker.


Just search GMC for RexEngine. It is the exact same as this... Minus some minor mods and the gimmicks, but it does include Tails and running on water.
EDIT: OR just simply remove the extension packages from the .gmk... its not hard.


Even then, he won't be able to run it, as it includes slopes and I think it uses Pro features.

I have absolutely no ideas, so I can be totally wrong.

#14 User is offline KingofHarts 

Posted 13 May 2012 - 11:36 PM

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Yea... Come to think of it, it does... Don't mind me I had a brain fart

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