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Sonic Maker

Discussion in 'Fangaming Discussion' started by Lapper, Apr 20, 2010.

  1. Yuzoboy

    Yuzoboy

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    <!--quoteo(post=537338:date=Dec 11 2010, 11:07 AM:name=Sonica)--><div class='quotetop'>QUOTE (Sonica @ Dec 11 2010, 11:07 AM) <a href="index.php?act=findpost&pid=537338">[​IMG]</a></div><div class='quotemain'><!--quotec-->But it looks sooo shiny! Ok, I won't use it. Or... I'll keep it out of my mind for now.
    Ah, and this is the current visual state of the menu (excuse rubbish editing):
    [​IMG]<!--QuoteEnd--></div><!--QuoteEEnd-->
    To be honest, we are having to get used to the Ribbon interface now that more software apps are adopting it. I personally would like to see it in the next version, its easy to use once you know where everything is.
     
  2. Metal-Geo

    Metal-Geo

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    <!--quoteo(post=537338:date=Dec 11 2010, 12:07 PM:name=Sonica)--><div class='quotetop'>QUOTE (Sonica @ Dec 11 2010, 12:07 PM) <a href="index.php?act=findpost&pid=537338">[​IMG]</a></div><div class='quotemain'><!--quotec-->But it looks sooo shiny! Ok, I won't use it. Or... I'll keep it out of my mind for now.
    Ah, and this is the current visual state of the menu (excuse rubbish editing):
    [​IMG]<!--QuoteEnd--></div><!--QuoteEEnd-->
    Why would you need a Ribbon if you have a good, simple and easy-to-understand looking menu? The idea of the Ribbon is to combine the menu and the toolbar. And your app is not using any toolbar whatsoever.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->That said, I would like to see a ribbon interface; shame no one else likes it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well, people have a good reason to dislike it. The concept of the Ribbon is great, but all the available software using a Ribbon interface just fuck it up. Oversized icons, inconsistent layouts, etc...
    That, and a lot of people don't seem to realize you can minimize a Ribbon:
    [​IMG]
    I'd say the Ribbon just had a bad start. :colbert:
     
  3. What's a ribbon display?
    <!--quoteo(post=537060:date=Dec 10 2010, 12:11 PM:name=Sonica)--><div class='quotetop'>QUOTE (Sonica @ Dec 10 2010, 12:11 PM) <a href="index.php?act=findpost&pid=537060">[​IMG]</a></div><div class='quotemain'><!--quotec-->[​IMG]
    That breed of toolbar.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hmm...I dunno what to say about it. An option for choosing which toolbar type to use would be cool since some people might get lost with the ribbon (such as me sometimes). I approve of how you have it right now:
    <!--quoteo(post=537338:date=Dec 11 2010, 07:07 AM:name=Sonica)--><div class='quotetop'>QUOTE (Sonica @ Dec 11 2010, 07:07 AM) <a href="index.php?act=findpost&pid=537338">[​IMG]</a></div><div class='quotemain'><!--quotec-->[​IMG]<!--QuoteEnd--></div><!--QuoteEEnd-->
    Awesomeness.
     
  4. Vinchenz

    Vinchenz

    Yo! Hustle! Hustle! Member
    You could always give the option to use Normal Menus and the Ribbon Interface... that is, if you want to do that extra work. :P

    I'd personally prefer the ribbon. But I understand why most people don't.
     
  5. roxahris

    roxahris

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    A ribbon is meant to stop interfaces from having a bunch of extra menus to click on whenever you want to do something. <!--quoteo(post=537338:date=Dec 11 2010, 07:07 AM:name=Sonica)--><div class='quotetop'>QUOTE (Sonica @ Dec 11 2010, 07:07 AM) <a href="index.php?act=findpost&pid=537338">[​IMG]</a></div><div class='quotemain'><!--quotec-->[​IMG]<!--QuoteEnd--></div><!--QuoteEEnd-->In this case - the file menu and edit menus become part of the title, thus freeing up space for the rest of the things to go in. After that, a ribbon can combine the chunk selection, background settings/object selection, and zoom controls into one section, and a few extra options (water, collision) into another. As it is now, you'd have to go into a menu every time you want to change the zoom level, undo, change the background, test the game, and open up a dialog to select chunks/objects. With a ribbon, you have but to click on their respective buttons. Easy, no?
     
  6. Aerosol

    Aerosol

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    Sonic (?): Coming summer of 2055...?
    Actually, there are hotkeys and mouse operations for pretty much all of those functions.
     
  7. PencilTips

    PencilTips

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    Wait, I'm new to this forum.. Do we just download it and then create our own level?

    I wanna learn how to make a hack too, any tips or beginning lessons on where I can learn?
     
  8. Azu

    Azu

    I must be stupid. Member
    Look at the pinned topic on the top of these forums.
     
  9. PencilTips

    PencilTips

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    <!--quoteo(post=539758:date=Dec 19 2010, 05:27 AM:name=Azu)--><div class='quotetop'>QUOTE (Azu @ Dec 19 2010, 05:27 AM) <a href="index.php?act=findpost&pid=539758">[​IMG]</a></div><div class='quotemain'><!--quotec-->Look at the pinned topic on the top of these forums.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks alot, Azu.

    I feel inspired to create a game, many people do.
     
  10. OverlyEquipped

    OverlyEquipped

    OverlyEquipped Member
    I messed around with the Sonic Maker earlier today for an hour or so. It felt pretty good, not bad for Game Maker. Keep it up!
     
  11. Overbound

    Overbound

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    Sonic Time Twisted Creator
    Using Game Maker is really no less limiting than C++ to make a classic style Sonic game aside from working a little slower. Game Maker can do amazing things if you know how use it. Even my demo from the last Sage had pretty good physics. It wasn't perfect but it worked. Plus AeroGP can do awesome things in Game Maker.
     
  12. RetroKoH

    RetroKoH

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    I love the ribbon, personally... I think some people just find it too complex... maybe I'm just smarter. I don't find it confusing at all...
     
  13. TheInvisibleSun

    TheInvisibleSun

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    The Water
    *sighs* I though there was an update or something...
     
  14. Lapper

    Lapper

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    Sonic Studio, Sonic Physics Guide, Kyle & Lucy, Freedom Planet 2
    I'm updating this thread as I would love some feedback, and this seems like a better option than creating a new thread for something unreleased, or asking for feedback in an undedicated thread.

    [​IMG]
    Sonic Maker v4 coming at ya in the near future!

    Mania really got me in the mood to dig up my lost passion for this project.
    Starting in 2010 there was a v1 & v2 inspired by Playsega which was rather bare-bones in Visual Basic, you placed chunks and objects and that's it. There was a v3 worked on by me and AeroGP for a while which never released (he has a great engine!), where you could place chunks and add your own collision triangles. This was kinda complex and more aimed at people wanting to edit levels for real fan-games.

    Some trivia:
    - This is made in GMS2
    - Levels can be instantly edited and played in the same window without needing to load an external 'runner' or anything
    - Scope is simply making and playing a single stage, just like Mario Maker.
    - Levels can be constructed out of easy to edit polygons (and you can toggle bezier curves for any line)
    - Terrain auto tiles with grass/graphics
    - Levels will just save as files for sharing
    - Engine & editor are all by me and it's pretty accurate, with some speed limits in place due to the fact people can do whatever they like! (speed limits won't be noticeable). You will be able to make levels which are breakable, kind of unavoidable with this. It's experimental!
    - Sprites used with not be able to be custom loaded, but will be edits of existing level art unique to Sonic Maker (like my edited GreenHill image & Sonic sprites)
    - While the terrain is auto generated, you can place decorations.

    Please, is anyone has any thoughts on the idea let me know, its heavily in development. :)
    There was recently a thread made questioning the idea of a Sonic Maker, and the response was pretty much 'wouldn't work too well'. They are definitely huge limitations to this idea so I'm keeping things simple and playing to strengths, focusing on a quick fun way to build levels & play them without technical knowledge or code, as you'd expect.
     
  15. Laura

    Laura

    Brightened Eyes Member
    Sounds good to me, here's hoping the next update won't be in 6 years time :v:
     
  16. winterhell

    winterhell

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    Less text and more show is better :v:
     
  17. Lapper

    Lapper

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    Sonic Studio, Sonic Physics Guide, Kyle & Lucy, Freedom Planet 2
    Right you are! Here are some cropped shots:
    [​IMG]
    [​IMG]

    As you can see, polygon = solid ground. Pretty simple! The art shown isn't final as I am still changing a LOT of things. Even the editor visuals are subject to change.
     
  18. Frostav

    Frostav

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    When I saw "Sonic Maker" I thought this was some Mario Maker-like fangame, but it turns out it's been worked on since 2010 :v:

    Looks sick as hell though. I'd love to see a fangame focused on making levels and I'm really liking how you can actually "draw" the level!
     
  19. WhoWhatWhenWhale

    WhoWhatWhenWhale

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    Holy crap! This looks like the coolest thing ever! It's like Doom-Builder, except for 2D Sonic, by which I mean it looks really easy to use! I mean, it's not much yet, but it is still really nice.
     
  20. Lapper

    Lapper

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    Sonic Studio, Sonic Physics Guide, Kyle & Lucy, Freedom Planet 2
    I cant show off too much as the editor is still visually in progress, so here's a more in-depth feature list (so far):

    Polygons:
    - Duplicate/Flip/Rotate etc transform functionality
    - Add point by dragging on line
    - Delete point by right clicking point
    - Polygons can not be open ended, and cannot intersect themselves.
    - Edit flags such as: Jump through, layer, has grass, etc
    - You will not be able to select multiple polygons at once and scale them like a vector editor or anything. It's possible to add, but going down this path will just end up making things more complex. So for nowm you can click and drag single polygons
    - To create loops you will have to use 2-3 polygons and set their layers and use switcher tags. This is literally the simplest way it can be done, and you cannot have polygons intersect themselves. To combat this complexity I'm considering premade loops you can add then edit.

    Objects:
    - Highly customisable (fully rotate springs in 360 degrees for example)
    - Each object has it's own parameters you can edit directly on screen (as you can in Mario Maker for example) So you wont be able to rotate bumpers or breakable blocks but you can rotate things like springs freely, and pull an arrow to control their strength etc.

    Misc:
    - There are separate modes, so you'll need to be in polygon mode to edit terrain and then switch to object mode to edit those. Prevents confusion
    - You can zoom in and out with ease