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New Game Maker Studio Sonic Engine To tide us over until AeSthEte.

#1 User is offline AeroGP 

Posted 13 July 2013 - 07:48 PM

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This download requires an up-to-date copy of Game Maker : Studio on the stable channel. (1.3.1347) You can also download the previous version here.
Download this if you just want to play with the results.

If there are features you would like to see added out of the box, feel free to recommend them although there is no guarantee I will actually add them. (It largely depends on how much utility it has)

Posted Image Posted Image


This post has been edited by AeroGP: 09 August 2014 - 07:56 PM

#2 User is offline W.A.C. 

Posted 13 July 2013 - 07:55 PM

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That engine is really impressive and the test levels were pretty fun to screw around in, especially with some of the ideas introduced in the second test stage. Fantastic job.

#3 User is offline BlobVanDam 

Posted 13 July 2013 - 11:54 PM

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That was really good! I noticed one or two occasional minor things that felt off, but nothing I can quite put my finger on, but overall it was an excellent basis. The music randomly decided to loop the wrong track a few times. Is that the music issue you're referring to?

It would be nice to see those help files too, because it took me a little while to find the jump button, and I accidentally changed the screen size a few times, and would like to know how Idid it! Posted Image



#4 User is offline AeroGP 

Posted 14 July 2013 - 12:26 AM

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First post updated with controls.

It'll take some time to come up with a help document that is comprehensive enough that people can feel comfortable.

#5 User is offline BlobVanDam 

Posted 14 July 2013 - 12:49 AM

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Excellent.

I just remembered, the first up/down platform moves me sideways for some reason.



#6 User is offline AeroGP 

Posted 14 July 2013 - 01:09 AM

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That's by design, though I should probably change the sprite to reflect what it's doing more accurately.

#7 User is online Mr Lange 

Posted 14 July 2013 - 02:03 AM

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This may be the most accurate Game Maker engine I've played. All the others are always noticeably imbalanced or have outstanding bugs. This feels very close to Sonic 2, very impressive.
Link for source files are 404ing.
This post has been edited by Mr Lange: 14 July 2013 - 02:04 AM

#8 User is offline KingofHarts 

Posted 14 July 2013 - 04:19 AM

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I've been wanting to put something together for GM 8.1 for ages... While general object code wasn't an issue, I couldn't ever get the character collision quite right. cant wait to try this. Hope you can fix the source link...

#9 User is offline Tiller 

Posted 14 July 2013 - 04:33 AM

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This is mighty impressive work. A few niggles here and there, but its current state is quite good. There was a slope problem here and there where I would get flung upwards off the slope instead of continuing on a path. That and Sonic can reach the warp speed of fast if you just roll on the round on the circle stage object.

#10 User is online Mr Lange 

Posted 14 July 2013 - 05:30 AM

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View PostTiller, on 14 July 2013 - 04:33 AM, said:

This is mighty impressive work. A few niggles here and there, but its current state is quite good. There was a slope problem here and there where I would get flung upwards off the slope instead of continuing on a path. That and Sonic can reach the warp speed of fast if you just roll on the round on the circle stage object.

Ha I forgot to mention that. What really impressed me though was after building up to light speed, I jumped off and the collision still worked perfectly fine.

#11 User is offline Andrew75 

Posted 14 July 2013 - 08:17 AM

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very solid work here !

#12 User is offline AeroGP 

Posted 14 July 2013 - 09:50 AM

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Uploaded the wrong source file. The source link should now work correctly.

@Tithin: If you could elaborate a bit on the slope issue, I would appreciate it.

#13 User is offline winterhell 

Posted 14 July 2013 - 10:56 AM

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Its likely that your slope physics are a bit off because you are computing them based on the collision mask. In the original games the collision slope wasn't always accurate to the visual slope, you can have 21 degrees visual slope but 27 precomputed or vice-versa.

#14 User is offline Lapper 

Posted 14 July 2013 - 11:06 AM

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YES! I was wondering what you would make of this :)

Heres a couple of things:
  • A scaled-up collision mask makes sonic bump over the enlarged pixels as he goes down, you should calculate this position through maths, not the mask.
  • Sonic's mask should not always be that small. That small size should only be if Sonic is in a ball, or ducking. sonic should otherwise be 40 (?) pixels tall.


Otherwise, fantastic work.

#15 User is offline AeroGP 

Posted 14 July 2013 - 11:08 AM

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View PostSonica, on 14 July 2013 - 11:06 AM, said:

Heres a couple of things:
  • A scaled-up collision mask makes sonic bump over the enlarged pixels as he goes down, you should calculate this position through maths, not the mask.
  • Sonic's mask should not always be that small. That small size should only be if Sonic is in a ball, or ducking. sonic should otherwise be 40 (?) pixels tall.



This engine was designed so that I would not have to do those things. I will not be changing them.

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