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Sonic Mayhem Re-launched.


Amesuki

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SM2NewLogo.png

A demo has been released, look below. (Is buggy though. Bugs have been fixed with in the engine now, so any new released demo shall be better)

NEW DEMO (FINAL ENGINE RELEASE)

Turquoise Gardens Zone. Demo Level.

Sorry for the delay guys on this game. It's been a busy year with starting university, exams and life in general. Anyway to make up, hope ya enjoy the demo!

Featuring, loops, platforms, badniks, bosses, shield all the general jazz all from TGF. Secondly I feel it mimics the Game Gear games rather well, from the sluggish frame rate to the odd physics. Yes finally I can go about creating the actual levels.

I've also made a quick level for you to lot to test out. Granted it still does need some minor bugs ironing but it's mostly all there.

Level.png

Turquoise Gardens Zone

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Anyway 'eres a bit about the game. (From the new website)

Sonic Mayhem 2 is a fan game based off Sonic's Game Gear outings, with classic 8-bit platforming and setting it's sure to mimic the game gear games near perfectly. (Hopefully ha ha ha). Adding in new ideas and features into the 8-bit games, it shall keep the game looking and feeling fresh, yet still containing all the classic 8-bit style and speed.

Hopefully containing 14 Zones, Special Stages and Super Sonic, it's going to be Sonic's best Game Gear outing yet.

Hopefully Containing:

  • 14 Zones
  • Time Attack Mode
  • 8bit Music (Act 1 & 2 Remixes)
  • Game Gear Graphics
  • Special Stages ^_^ Yay

Anyway visit the website for more information and downloads. (Old demo and music from three zones are up.) Hope you like: Sonic Mayhem 2 Website

NEW DEMO OUT! ZONE 2: AERIAL CRISIS DEMO!

Download 'ere: Click me

Yay! A demo! It's nothing much, just one act, no introduction, no ending, no menu/title screens, just one act. It's a bit buggy, but hey, its TGF. It was ported over to MMF2 just to sort out the sound problem and to make it run smoother. Details are on the 9th page (controls and stuff) and a lil extra bonus.

(All bugs in demo such as spindash and crappy level design have now been fixed. The fixed stuff shall be seen in the next demo release.)

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Sonic Mayhem 2 is back in works! Finally! 'Eres a new picture of a new zone titled Aerial Crisis. This game shall feature 14 zones, tons of bosses and gimmicks, old 8bit style engine...all being produced on TGF. (Might port it to MMF2 to polish it all off).

(NEW PICTURE)

AerialCrisisZone.png

Sadly the old stuff below in the black text colour has been lost...it's just 'ere for old history sake for the game. I'll post more details up soon, when I have more information to give.

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DEMO OUT NOW!!! Sonic Mayhem Demo!

FIXED!

Ok, I better post up the topic. Hey all, I'm Amesuki, and this is my solo fan game, Sonic Mayhem 2, which is a re-make/sequel, on my first ever fan game back in 2001. Project SX is still being carried on, just its easier to program this, believe it or not. Anyway I've been working on this engine for sometime now, and it's got to the stage where is almost bug free. (Just need to tighten up on the static colliders.) Right, well I'm going to get up a free website soon, for this game, and host the demo in about 1-2 weeks, but lets stop blabbing on, and lets cut to the chase:

FEAUTRES

Well, I'm still doing the 35Zones idea, however it isn’t in one straight game, it's going to more like four games in one. Actully its now 25 levels MAX. Check out the post on Page 2 for reason why. You get to choose out of four games. One being a straight Game Gear style'd engine (the only finished engine). One being a Sonic Labyrinth style'd engine: (However with jump and more speed.) One being a classic mode. (Using the exact tiles in other GG games.) and one being Story or the full game mode. (One with a story, and more game play elements. (might try and make it Rush (8-axis movement))).

Anyway, and if you still think I’m crazy, I'm releasing this for SAGE 2008, so it shouldn't be so mental XD.

ZONES

This is where the updates on the zones will be. I've done about four so far. (I have a video of one of them, which is funny...)

Anyway here is the list so far:

1: Checkerboard Hill Completed(ACT 1/ACT 2/BOSS)

2: Aero Babylon CompletedACT 1/ACT 2/BOSS) (LOST)

3: Mechanic Coil Completed(ACT 1) (LOST)

4: Shade City Completed (GRAPHICS) (LOST)

5: Rocket Rush Completed (GRAPHICS)(1/2 DONE ACT 1)

6: Aerial Falls Completed (GRAPHICS)

7: Forest ShoresCompleted (Act 1 / GRAPHICS)

8: Canyon CrisisCompleted (EVERYTHING)

9: Cyber ParkCompleted (GRAPHICS)

10: ?????????

11: ?????????

12: ?????????

13: ?????????

14: ?????????

15: ?????????

16: ?????????

17: ?????????

18: ?????????

19: ?????????

20: ?????????

21: ?????????

22: ?????????

23: ?????????

24: ?????????

25: ?????????

Sorry about the huge list, but the amount of zones, is one of the main points of this game. I really want to make someone go WOW...for once XD. Anyway below are details on the current designed level. (first three)

Checkerboard Hill

Your usual first level type, tropical, bright and checkerboard like. I took a while on this level, because I built the normal static engine around it. Anyway, here are some screen shots:

CheckerboardHill1.pngCheckerboardHill2.png

CheckerboardHill3.pngCheckerboardHill4.png

Aero Babylon

You'll know where I get the ideas for these next two levels. Anyway Aero Babylon, where the boss, is similar in 8bit style to the one in SRA. Anyway loads of springs and hazardous jumps await you in this level! Pictures:

AeroBabylon1.pngAeroBabylon2.png

AeroBabylon3.pngAeroBabylon4.png

Gameplay Footage: Aero Babylon ACT 2 and BOSS

Mechanic Coil

Machine Labyrinth anyone? You can see I stole the idea, but to be honest, I really wanted to see it in 8bit style. (Sadly my DS broke the day after I got SRA, so Im trying to recreate a little in my game.) I've put warp tubes, steam-vents, and squashers in this level. My favourite so far! Pictures:

MechanicCoil1.pngMechanicCoil2.png

MEchanicCoil3.pngMEchanicCoil4.png

Gameplay Video: Mechanic Coil Act 1

There are the current near enough complete'd levels.

Sound

I'm keeping to the 8bit sound in this game, so don't think you'll going to get anything fancy. I have made some tracks up, but I'll release them later on, when I get a website up and running.

Demo/Previews/Videos

I am currently working to release a demo soon. I just have a few things to iron out first. The demo will be off Mechanic Coil Act 1, because I find the level god damn fun. However I do have a video of a trailer/mock up advert:

Sonic Mayhem 2 (Trailer)

Enjoy!

Overall

I hope you will like my game, and take some interest... I really want to try and be up there with the great games...someday.

Special Thanks/Credits

Clwe: (One of his engines help me learn static. So big thanks to that)

FusionK emulator: (Where I rip stuff from and also for the that GameGear overhead)

-Amesuki

-Amesuki

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@Khorney: Basic static engine. Its on TGF, so it's not the best program to use :I

@Zenor: XD I notice that aswell now. Oh well I did that pictures ages and ages ago. 35Zones in a year... on a basic GameGear static engine... maybe a lil too much yes, but I hope to set a new record in Sonic fan gaming.

-Amesuki

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It's been at least a year since I've anticipated a new game the way I anticipate this one. You've already completed five levels, and if I recall you only recently started your game over. I love your ambition.

Your graphics are vibrant and colorful and work well, even if they're mostly just edits of other graphics. Your level design isn't bad at all, but I think a wider variety of gimmicks would help a lot. Also, some levels could have multiple paths, like the stormy second zone of Sonic 2 for the game gear did, but that's not really a demand since this is an 8-bit game. Even without changing anything about the level design I can still see myself enjoying this game.

Keep up the good work and don't lose your motivation. This project has my full support. If you need a beta tester, I'm always available (it's been like a year since I've said that phrase too)

+1 rep

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It's graphically well-put-together and the boss looks pretty neat, but the levels are blocky, linear, one-unique-gimmick-per-act little things. Maybe that's the gamegear style and it might be fine for a small little game. However if you think having 75 levels is going to augment the fact that, individually, the levels are sparse on enjoyment, the math just doesn't add up.

Anyway, it looks nice and well-constructed for the most part, so good luck with this.

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Agreed on that totally. I been thinking that. This is only in the early stages, so I still got along way to go. (I havn't shown the first Aero Babylon (Act 1) with multiple paths... also Mechanic Coil Act 2, has got multiple paths as well.) Gimmicks, I need alot of these, because there is going to be roughy I would say, 22-26 zones with 2D gameplay. (I'm making a Labyrinth styled game as well.) If say, I put like Metropolis screw bolts in, or say those casino gamble thingies in... stuff like that in a zone, would that be better?

Also I'm planning, (not sure right now, IF I can do it...) programme myself a 360engine, (but use only a 8axis type setup) for a GameGear Rush styled game for the main story one. Would that be good, and less repetative? I dont want these to turn out like a Bible Adventures type game XD.

Btw, Thankies for your comments, no-one has ever been this much into one of my solo games. ^^ Cheer'd me up alot, considering I have the flu >.>

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Wow... alot of people liking this.

@Blue Frenzy: Umm, help, well Im ok for now... but you never know. Actully one of your libs gave me an idea... won't say much right now, dont mind if I add you on MSN anyway?

@Overbound: I'm actully not that skilled on Game Maker than on TGF/MMF. Damn I wish I could find my MMF again. I been using TGF since 2000, so its like easier for me to create a game out of it. (I'm buying MMF2 for christmas so I might port it over to that.)

Wow, cheers guys, oh one last night, BF, I downloaded your demo of your game, and I believe that deverse the "thats rocks!" too! ^^

=-Amesuki-=

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[first post]

Sparks, look up polysonic 8 under "Other Fangames" on the main site.

Amesuki- Awesome game! I like the incorporation of new game ideas in an old style (steam, SRA), and you should keep it up! Take out some levels, though. You have too many. At least I think so.

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Wow! Cheers for all your comments! You've really made want to achieve this ^^. So last night, around 11PM to 4AM I've been coding in new features and looks... and to my surprise, well it's turned out very well. These new features and looks will feature in one of the game modes. (The main story). The old looks (the GG look) will be in the classic - recreation mode. Also Tails will be a playable character Plus, I have something up my sleeve for the Story mode :).

(BTW: After speaking to Blue Frenzy, I've decided to knock it down to 25 levels MAX. I'm going to concentrate on quality and gimmicks, rather than amount of levels)

Anyway here is some, juicy pictures and description of what the new stuff is:

The Look: I have basically 8’bit the Chaotix Style that most fan-games are doing. Considering it’s 8bit styled I’m pretty happy

Revamp1.png

Normal Shield: The normal shield has a special move now… the double jump. (Or basically a higher jump). When you double tap SHIFT you jump extra high!

Revamp2.png

Magnet Shield: Basically the Electric Shield, it attracts rings, however doesn’t contain the double jump.

Revamp3.png

Magma Shield: This shield lets you create a vertical fire-beam at anytime. However it slows you down, and only can used when there is no other fire-beams present.

Revamp4.png

Anyway, also I have designed spikes! And also a swinging ball for ouchables. I have coded in the water, and also a water jump, which is when you are going top speed, you jump on top of the water. Drowning and air bubbles are also present. However I cannot design falling platforms or conveyer belts. :[ . But I’m sure to add in new stuff soon, like casino gamble things, or some puzzle based objects. Anyway if you want to check this out in motion, then the video is now up:

Sonic Mayhem 2 - Re-vamped Engine

Thanks for all your support… ^^

-=Amesuki=-

Also I have a website! Click the picuture in my sig to get there!

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I completely disagree with Sparks. I love the detail in the checkers, as well as the different color combinations used. You should add some plant decoration or variation in the tiles though.

And if you need anything from me Amesuki, you know I'd love to help.

Well my main concern is the grass, for a GG game I'm sure it could look a bit better. But I mostly like the checkers, but the colors are a bit bright IMO.

Or it just might be my computer.

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It's like I'm working overtime on this, I'm weird when it comes to a project I deeply love to do:

Anyway thanks for your comments, the spike bug as been fixed, I wired up a wrong counter to do something different. I'm working on the demo level now: Rocket Run as well as releasing the Mechanic Coil Zone 1 for you too. Anyway I have sorta done a title screen. (Credit goes to USC, because I was too lazy to rip the mountain backgrounds of Skypatrol XD.)

Title Screen:

Titlescreen1.png

Also for a little bonus, I have added the music for Rocket Run Act 1 on my website: Downloads

Thanks for your comments! ^^

(Before I forget XD: Blue Frenzy has been loads of help, and has set me straight on where to go with this. I've got loads of ideas, and new ways to create fun and playable levels, so alot of credit goes to him!)

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