Sonic Studio

Discussion in 'Fangaming Discussion' started by Lapper, May 19, 2018.

  1. Lapper

    Lapper

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    Sonic Studio, Kyle & Lucy: WW, Freedom Planet
    [​IMG]

    Sonic Studio is a level editor fan-game which gives easy control of slopes.

    Non-profit. Not affiliated with SEGA or Sonic Team.

    This idea started with 'Sonic Maker' in 2010ish, inspired by PlaySega level creator. It used a Damizean GM8 to play the levels, with the editor made poorly in VB.

    Now it's just me working from scratch!

    Features and plans:
    • Sonic Studio is made in GMS 2, and is developed by me (although there may be other credits for other parts when released).
    • It's built to be as accurate as needed for a seamless classic experience. So, pretty darn accurate, as far as the physics guide can take me and beyond I guess.
    • The engine uses vectors and line intersections to perform its collision checks, these collision lines are loaded when near the player while playing. I only made it in the first place cause Mania came out and inspired the heck out of me.
      Any shape is possible. This essentially makes every level 100% customisable. Nothing to stop the player constructing a level that will break the engine - but I don't care! Go nuts I suppose.
    • You can decide how each line of the edge of a polygon will look (eg: grass, border, edge, nothing, etc), or keep it default automatic.
    • The art is aiming for a Mania/Tyson style. Art style is pretty much final, however everything is subject to change at this point ...cause I am very indecisive.
    • I'm currently just adding features and art. Lots of features and art.
    It's not a hacking tool or a 'full fangame creator', just a toy :)

    Most recent video:


    No current release date!

    Twitter - @SonicStudioProj
     
    Last edited: Jul 18, 2019 at 8:30 AM
  2. Andrew75

    Andrew75

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    Glad you could finally make a topic for this epic editor! I'd like to say Keep up the good work !
     
  3. 360

    360

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    Sonic Neon
    Yeah fucking awesome to see a dedicated thread for this pop up! Happy you made one! It's a fantastic project with immense skill and talent behind it and evidently so much love - and everything about it from the technology to the revamped art to even the logo - hell, even your videos promoting it - it's all top-notch. This is one of the coolest things to come out of this community and I look forward to seeing more.
     
  4. Saad

    Saad

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    Now that is something awesome, and that art is amazing! I hope to see more in the future. Keep up the good work!!
     
  5. Lapper

    Lapper

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    Sonic Studio, Kyle & Lucy: WW, Freedom Planet
    Cheers! Hope it ends up as good as promised :v:

    [​IMG]
    Some polygon edit controls.

    In addition to this you can of course edit the polygon's shape how you please, add and remove nodes, toggle and edit a line's curve, and edit the surface visual of each individual line if needed (e.g. grass or a border).
     
  6. 360

    360

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    Looking awesome dude! Keep up the excellent work! On a semi-related note, I just eyed your amazing work on updating Labyrinth Zone in the Pixel Art thread (so presumably for Sonic Studio?) - looks fucking great, and continues your streak with working on and dramatically improving previous classic zones - so would love to see a WIP screenshot of that zone in action. Just a thought!
     
  7. Retroman

    Retroman

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    If SEGA saw your work, I hope you make good money off this! This would be an excellent competitor to Mario Maker.
     
  8. Lapper

    Lapper

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    Sonic Studio, Kyle & Lucy: WW, Freedom Planet
    Sega wont fund a GMS2 game ;)/>/> regardless I can't see them ever picking up a pre-exisiting fangame anyway. Mania was a very special case.

    Updated logo:
    [​IMG]
    I've seen a few times people asking if it will be free etc, as if it's not a fan game.
    [​IMG]

    Edit:
    [​IMG]
     
  9. Lapper

    Lapper

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    Sonic Studio, Kyle & Lucy: WW, Freedom Planet
    [​IMG]
    You can predict where a spring will send you. With this I'm probably begging for auto-levels, but I like it.

    This is an estimate, your speeds upon hitting the spring play a part also (however, mostly in the axis that the spring isn't facing...).
     
  10. /dev/sr0

    /dev/sr0

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    I like all of this
     
  11. Covarr

    Covarr

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    Two stageplays, a screenplay, and an album
    You could join the dark side and add support for fully scripted springs. Thank you for not.
     
  12. fmtransmits

    fmtransmits

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    I'd be interested to hear about how you did the node based editing in this.

    If it hasn't already been asked lol.
     
  13. Lapper

    Lapper

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    Sonic Studio, Kyle & Lucy: WW, Freedom Planet
    I assume you mean doing that in GM? I can't begin to explain in a post - it's a combo of a lot of things, but nothing overly complex.

    Just shuddered a little at the thought of that. And you're welcome.
     
  14. High Fidelity

    High Fidelity

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    Man this is so good!! Your 2D style is so on point. Well done, really looking forward to trying this out!!
     
  15. fmtransmits

    fmtransmits

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    I'd assume it is very complex. Really neat project though lol.
     
  16. Andrew75

    Andrew75

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    For the spring estimates , why not use a cone like shape to show min speed and max speed landing points.
    Also to further the idea, you could do a translucent 2 color version, the second color for the direction that the spring is not facing.


    I drew some lines to illustrate the idea, my landing points for the blue may be off , but ehhh I don't feel like booting up an emulator right now to check behaviors.
    [​IMG]
     
  17. Lapper

    Lapper

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    Sonic Studio, Kyle & Lucy: WW, Freedom Planet
    Already thought of the cone idea. However in reality if you want to you can make a spring take you almost anywhere along x axis with the right speed so I'm not sure how useful it is. The springs affect your x and y speed depending on their angle, and uses sin and cos to figure out how much the spring should affect each axis (since you can place a spring at any 360 degree). Ex a > Left spring will not affect y, 45 will do a bit of both, and ^ Up will not affect x. I feel that's a bit to complex to describe visually.

    Showing off some collision (from twitter)
    http://www.youtube.com/watch?v=3PRP-B2OoIc
     
  18. HedgeHayes

    HedgeHayes

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    About the spring thing, I'd say it's enough if the line points to the middle/standard position from the range available, player should be able to estimate what would happen if they push the d-pad in either direction after hitting the spring, or if they hit it fast enough. This game has physics instead of script excess, after all. :v:
     
  19. Felik

    Felik

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    Sorry, but someone has to say this.
    Title of the video perfectly describes the feeling I get when I watch it.
     
  20. HedgeHayes

    HedgeHayes

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    I've been actually thinking... I know what you said in the OP and the interview about which are your goals with this project and which aren't, but, let's say someone finds your engine, level editor and, well, everything else from this projecto good enough to be the base of their fangame; would you collaborate with them or make a "pro" version featuring things not meant for Sonic Studio but useful for more standard projects? Not wanting to do that myself or anything, as I want to keep my stuff within the limits of a more classic approach, but it's just that you could have done something really good for a project without great ambitions, and it could make the life of some fangame developers a lot easier.

    Btw, Wood Zone looked like fangame stuff as it was in the Sonic 2 protos, so it's natural it doesn't look very fancy here. A minimal test level isn't the kind of thing that looks great either, so I believe you're right about that vid, but I hope it doesn't define your opinion about the project itself.