So glad I chose to learn GameMaker over MMF now. So how much from the original games will be already there ready made? Things like badniks/gimmicks I mean. Will we have to add these all ourselves if we wanted them? (Obviously we would if we wanted new ones, I'm on about stuff from Sonic 1 etc) I wouldn't mind either way, just wondering.
When you're at the point where you're ready to add additional badniks and level gimmicks, would you take requests/suggestions? Not ridiculous ones (It needs to go full 3D and home in on Sonic from the background while raining objects from Blue Sphere and Sonic beats it by launching himself out of cannons into the background at it while Tails rams it with the Tornado and Knuckles picks up chunks of the level terrain and throws them at it so that Sonic can bounce between them a la Kingdom Hearts II via Reaction Command and...), but just simple things similar to what a Genesis could handle.
Like if someone said "please make me a Turtloid" or "please make me a Ballhog", etc? Yeah, that would be a distinct possibility.
Or perhaps tutorials/instructions/guides of how to add them ourselves? In case people don't want them. But I'm not sure how that works.
I'd be all for us doing it ourselves... I'm with Sonica, A simple tutorial to steer us in the right direction would suffice. No need to have to do all the extra work for us. BTW I love the ASM2GML thing going on, Hope to see more as it helps to explain some of the ASM functions like BCC and BCS. (I'm a hacking noob, F--- off.)... though I wouldn't even completely do it that way either... as like you pointed out on said guide, GML can't redirect to labels like ASM can... unless one used a script... which is rather slow. Therein lies learning the ins and outs of GML.
Agreed there as well. I'm really interested on this. I'd really love to make a fangame of my own someday, but sadly the tools available are very complicated for me, also I lack programming skills, so something simple and user friendly would be best for me and everybody who is starting on this as well. That's what I think anyways...
IMHO, it would be best to implement some gimmicks, enemies, and objects, but make sure the code is fully commented and explained. Make it not just a freebie, but a good working example for people to modify, experiment, and learn with, which will promote learning about how the engine works, how to program with GML, and how to create new objects from scratch. Then the end user will be able to implement anything else he or she needs. I do recommend you create some sort of an example boss. Show the user how to restrict the camera, track object states, etc.
This is great! Looking forward to having a mess about with it. Have slight GameMaker experience since I used it during college a bit, made a basic game starring Vegeta :v: But still would be great to make a Sonic game based on this.
Sorry to take this off topic, but I had to ask this one question.. What exactly was this??? This was a few years ago, yes? I have a feeling I may have played this at one point...
Oh yeah, I forgot to ask, will this require GM8.0? I think the shader is incompatible with newer versions. Lucky I have my old copy :P
Was actually early last year, and I didn't publicise it much other than sending to a couple friends, so you likely haven't played it XD I called it "Path to Kakarot".
To answer this on his behalf, since I recently asked him the same thing, it DOES require GM 8.0... due to an extension NOT being compatible with GM 8.1. I'll quote what he told me
I am, though, considering making it simple to "opt out" of the palette features so that it can be compatible with newer GM versions. I'll see what I can do.
And possibly the extension could be updated sometime. Who knows? I'll be using the palettes though, whatever GM, it'll be wicked.
Hey, everybody, here's a screenshot of the interface: The action happens in the 3 "widgets" in the middle of the screen. The Zone Player previews the zone as it will be seen by the player. The Zone Editor allows you to click to edit tiles, solids, objects, and miscellaneous other things. The Zone Navigator allows you to quickly move about the zone, showing whatever region you want to edit in the editor. Basically, it's like Debug Mode on steroids, allowing you to edit zones in real time as you play them. Furthermore, all features of the Zone Editor are available on the Zone Player, so you can reposition, delete, etc any object in either the player or the editor. You may also hold the "P" key (subject to user options) and click in either view to bring the player to the position in the editor or vice versa. Expect a video very soon showing off these features and more! <3