Yeah i'll change those things ^^ And yep, it's dark due the storm. It gets brighter the more progress you make on the stage.
So I did another tutorial for Sonic GDK, this time on getting a rudimentary form of Emerald Hunting in the engine. Includes the map download - [youtube]http://www.youtube.com/watch?v=vSKS2vJErKk[/youtube]
Did anyone here about this? Sonic Advanced Revamped It is a re-imagining of Sonic Advance 1 with Genesis styled physics, tweaked enemy placement, and even an unlockable additional character. They released the first act as a demo and from what I've seen its looks really spot on. You guys should give it a look, heres a video of a full playthrough.
I saw TimmiT link this in a chat, and I'll admit, the gameplay video you link looks a lot better than the one I found, which made the game look weirdly slow and floaty. Still not super hot on the increased resolution. I know the Gameboy Advance's display resolution was pitiful, but this feels a little too big. I'm also not a huge fan of substituting Genesis/Adventure sound effects for some things but not all things. Mixing and matching like that is kind of gross.
Wip Sound menu for Sonic Overdrive. Still lacks a few things, but ayy, we got a sanic with headphones :v:
I dunno if this deserves its own thread or anything, but over the past few days, I've been thinking about something. Over the years, there's been countless fangame projects that never get finished. I was messing around with that 3D Sonic World game, and admittedly while it's very buggy and limited, the idea of user created levels intrigued me. Maybe the key isn't making entire fan games, but rather fan levels. I haven't messed with Game Maker Studio much, (I've primarily used 6,7,8 etc. and before that, MMF many years ago) and the old game making products didn't really allow for modularity much. However while poking around in GMS, I noticed that all the individual resources, i.e. sprites, objects, rooms, scripts are separate .gmx files. From this documentation, it seems like it's as easy as dragging and dropping files into a folder: https://docs.yoyogames.com/source/dadiospice/001_advanced%20use/008_exporting%20and%20importing%20resources.html So, this gets me a little excited, because this opens up the possibility of projects being modular. Before, you would either code or use someone's base engine, but you would still need to make your own stage gimmicks, enemies, etc. My idea is to basically make a library of resources that can be imported into a game engine. Say you want a motobug in your game, or some specific level gimmick (i.e. swinging vines) but it isn't implemented into your base game engine. But someone else has made these, so you download a .zip and extract the needed files into your project. This would speed up game development by a ton, because you wouldn't have to waste time coding something that someone else has already done in another project. So in other words, I'm thinking of a bunch of mods and add-ons to an existing engine that you can choose a la carte. What do you guys think about this idea? I don't think I'd have the time to make an entire game, but I'd gladly say, code individual enemies, gimmicks, characters etc. for people to use in their projects, and maybe stand-alone levels.
Who needs originality and effort when you can frankenstein inconsistent generic assets into isolated disposable levels with the same base engine and gameplay every time? The future of fangames is here people.
Words of someone who's one fangame started with Sonic Worlds engine and the other one is using an existing game engine instead of, say, custom engine built from scratch. I respect you as a creator but you're just insufferable at times. Not everyone is a programming prodigy, you know. You certainly are not one yourself.
Yikes, that was an unexpectedly aggressive response. I'm just talking about individual engine add-ons to an engine that you can choose a la carte. Because let's say two people want to have, I dunno, corkscrews in a level, why waste time having two people code the same thing twice for separate projects when you could instead just pool your resources? Sure, it could be used as a crutch for making crappy games, but that's not the main idea behind it. It would be to speed up game development so people don't waste time doing redundant work. There's already websites with tons of sprite rips and tilesets, it's not like there's anything stopping someone from making a game with all assets ripped from say, Sonic 2. I was going to volunteer to help code things like individual enemies that could be added in to say, engines like Violet's Gmate or something, but if people don't want that, then I won't. I was just thinking with a modular approach, we could see more interesting and complete projects than 1 level Green Hill demos. Games like Sonic Time Twisted that actually get done are exceedingly rare. I'm not sure, I haven't used any Clickteam products for years. Probably not since 2004 or so at the latest. This is probably different now, but I kinda hated how your "code" was tied to the events of a frame, so you if you say, wanted to tweak the gameplay, it would just be for that level. That's awful. My projects would also wind up getting corrupted, too. I'd rather not have to use MMF if given the choice. So I'm more interested in Violet's Gmate Engine and his upcoming Flicky project.
While, at this moment, I can't start with it, I was already thinking doing something like that but in C++, with tools similar to those used by this community's rom hackers in order to allow to non- programmers to have a lot of freedom in customizing the included assets. My intention is basically make something similar to gamemaker and fusion but specific for classic sonic games, so we don't have to rely on buying the latest version of any other tool to be able to continue developing a fan game throughout the years, and also speeding up the process. making the code open source is also part of my plan to allow programmers have absolute liberty with the engine, but, as you can see, I'm thinking big and it can take ages and supreme effort to finish this, not to mention I'd like to add some bonus features once the essentials have been covered.
Let me throw my 17 cents down the drain. There is a merit to having both templates: clean slate and basic project. The basic project which has a level and premade objects helps you get a feel for the engine, test the waters and really learn about it. You start by placing badniks in different places, change some of their values and colors, sprites, then add some behavior and once you know how to modify it, you gradually increase the difficulty by making a badnik from scratch. If you didn't need examples of badniks in the first place, that suggest that you have either experience in the underlying Framework/IDE, be it MMF2, Fusion, UE4, Unity3D or other, OR you are the one made the engine. Basically if you were just starting out you'll more than likely need the example project. On the other hand, once you have Sonic 1, you find that Sonic 2, CD, 3, & Knuckles, Chaotix, Mania, all use preexisting behavior of many(most?) objects and badniks that were available in previous games. Maybe once you have the slide in Oil Ocean Zone, you don't want to code it 2 more times from scratch for Hydrocity Zone or Sandopolis. In that aspect not having to reinvent the wheel helps save time. That was the purpose of the publicly released engines after all, right? Not having to reinvent the wheel and save time. Note, I'm highly against so called scripters or 'developers' that mash together someone else's assets and copy paste. Again, the purpose of the engines were to save you time on things that you were supposed to be able to do. But because of how easy is to have something 'done' with little to no effort, the instant gratification effect goes through the roof and you end up with thousands of youtube videos named 'My first FPS game' where the person spent less than 5 minutes making the 'game'. The person in question ends up with the idea that making games is easy, and the people who have never touched anything related to game making would be impressed and grossly overestimate the effort and skill applied in the product. Having everything done for you means you'll learn less, and have very little experience writing actual code and algorithms. Sorry for venting.
I think you mean "Maybe once you have the slide in Labyrinth Zone, you don't want to code it three more times from scratch for Oil Ocean Zone, Hydrocity Zone, or Sandopolis Zone". Goes back earlier than you think. :v: