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Sonic MAX - Open-Source GMS Engine


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Sonic MAX is an open-source Sonic engine made in GameMaker Studio. The main purpose with this engine is to be as accurate as possible to the classic Genesis games, while allowing for as much customization as possible.
    

Sonic MAX is designed to be efficient and easy to use with many flags for changing certain aesthetics. Sonic MAX is open for anyone to contribute or help out. Sonic MAX is made to be very efficient, easy to use, and can be exported for many different platforms, with an initial development time of 500+ hours, over the course of 6 months. However, even after all that work, development on this project continues and it is always improving. Join the fun, let's make the best GMS Sonic engine and the best GMS Sonic games that the world has ever seen, together!
 
Latest update video:
-Edit: Because of various complaints of lack of professionalism the videos have been set to private, new videos replacing the old ones will be put up shortly. Sorry.

If all you know about Sonic MAX is the SAGE Act 2 release, you'll be surprised. A lot has changed since, and the engine has been completely overhauled.
 
Here's a list of features:
        - Sonic, Tails, and Knuckles.
        - Elemental and Insta-shields
        - Over 30 gimmicks/objects
        - Sonic 2 Style Menus
        - Input Recording engine    
        - Debug Mode engine
        - Homing Attack
        - Palette Cycling
        - Custom Room Transitions
        - Infinite Layer Terrain system
        - Cutscene Engine
        - Basic Endless Level Engine
        - 3D Animated Water
        - Parallax Engine
        - Key Sequence Engine
        - Floor Mode and 360 Angle Detection
        - Sonic 3 Style Save System
        - Super and Hyper Sonic
 
    Credits:
        -TruePowerofTeamwork - Creator/Coder
        -Mega Ikey Ilex - Accuracy
        -Mr. Potatobadger - Accuracy
        -Mr. Lange - Accuracy, Various Help
        -Nekkosu - Android/iOS Graphics
        -SuperBliz/AeroGP - Trail Code
        -Damizean - Bridges
 

Screenshots:

____________

SonicMax01-2.png

SonicMax02-2.png

SonicMax03-2.png

SonicMax04-2.png

SonicMax05-2.png

Resources:

____________

 -S2 Sega screen:

     Download


Main:
  Arrow Keys - Move 
  A - Jump, Shields.etc
  S - Air dash/Homing
  Q - Super Sonic
  Enter - Pause/Select
 
Debug and Testing:
  Press CTRL to switch between Floor and 360 angle modes.
  Press E while Super to turn Hyper
  Press D on Title Screen to activate Debug mode
  Press Up Up Down Down Left Right Left Right on Title Screen to activate level select and sound test
  Press 0 to slow down room speed(For testing)
  Press 9 to revert speed.
  Press 8 to restart the game
  Press 3 to display HD rings(For testing GUI-level drawing)
  Press 2 to instantly go to credits. 
  Press 1 to instantly go to cut-scene example
  -Only when debug mode is active:
    Press 5 to record input(Recording will stop when level finishes)
    Press 6 to play recorded input
    Press 7 to reset recording
  -Note: Z, X and C can be used as A, S, and D alternatively.

New in-game Debug Mode:

 Press D to switch to object mode and back.

 Press S to change object.

 Press A to place object

 Press Q to change type.

 

_________________________

Version History:


-23/11/14: MANY bug fixes, and polish edits. Fans in Test Zone act 2 are far more accurate.
-23/11/14-2: Quicksand bugs fixed, minor changes.
 
-24/11/14: Multiple bug fixes, including pause glitch.
-24/11/14-2: Fixed a major bug, enabled transitions.
 
-27/11/14: You can now select a level on the data select when the game is beat.
Huge camera improvements, corrected Super Sonic's spindash, added more options, fixed multiple bugs, and various internal stuff.
-27/11/14-2: Save fix.
-29/11/14: Various fixes, and polish improvements.

-30/11/14: Fixed error

-05/12/14: Final demo before source release, just a few minor bugs fixed.

-10/12/14: Source has been released!

-11/12/14: Fixed a bug.

-13/12/14: Fixed many bugs, improved EHZ masks.

-14/12/14: Fixed multiple bugs, added improved debug mode. and ring attraction.

-14/12/14: Fixed even more bugs.

-15/12/14: Fixed physics issue.

-15/12/14: Build 272 was completely broken, I think I fixed it, also added Sonic and Knuckles AI.

-16/12/14: Fixed hovering.

-25/12/14: Christmas update! : D Just demo though, source coming soon.

________

 

Update: Download links have been moved to MEGA.
DEMO(.EXE) Build 285
   DOWNLOAD
 
SOURCE
    DOWNLOAD(.GMZ)

   GITHUB

Edited by TruePowerofTeamwork
Added Build 285.
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Is this in any way related to the GM Studio Sonic engine AeroGP made? It seems overall pretty similar...

 

Either way, this engine looks great. There's alot of nice pre-set features here. I might consider migrating to this engine if it's good enough.

Edited by Riseodvi
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Is this in any way related to the GM Studio Sonic engine AeroGP made? It seems overall pretty similar...

 

Either way, this engine looks great. There's alot of nice pre-set features here. I might consider migrating to this engine if it's good enough.

Thanks! It was partly inspired by AeroGP's engine, but is in no way related.

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hmm... does this engine support 360 physics?

because sonic clearly changes "shape" every time he runs above something...

Yeah, it supports both 360 and floor mode physics.

Floor mode is on by default, because it's more accurate the Genesis games.

Edit: Press CTRL during game-play to switch between floor mode and 360.

Edited by TruePowerofTeamwork
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can you create a game with this (engine) ?

I am 100% sure you'll be able to use this to create your own Sonic game when the source is released.

 

I really look forward to this engine, as it looks and plays fairly accurate to the originals. I'm currently using the Sonic Studio engine AreoGP created which is spot on, but the ONLY thing that's holding me back is the limited terrain you can use. Quick question though. I see you've implemented the Tails following AI very accurately, but would it be possible to have other characters follow each other, such as Sonic following Tails, or Sonic & Knuckles?

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I am 100% sure you'll be able to use this to create your own Sonic game when the source is released.

 

I really look forward to this engine, as it looks and plays fairly accurate to the originals. I'm currently using the Sonic Studio engine AreoGP created which is spot on, but the ONLY thing that's holding me back is the limited terrain you can use. Quick question though. I see you've implemented the Tails following AI very accurately, but would it be possible to have other characters follow each other, such as Sonic following Tails, or Sonic & Knuckles?

Yes, of course. It's not possible at the moment, but because the other characters can't fly, I'll have to find some sort of work-around, or a different A.I. for the other characters. I plan on maybe having a custom A.I. for each character to use each of their moves.

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I am 100% sure you'll be able to use this to create your own Sonic game when the source is released.

 

I really look forward to this engine, as it looks and plays fairly accurate to the originals. I'm currently using the Sonic Studio engine AreoGP created which is spot on, but the ONLY thing that's holding me back is the limited terrain you can use. Quick question though. I see you've implemented the Tails following AI very accurately, but would it be possible to have other characters follow each other, such as Sonic following Tails, or Sonic & Knuckles?

The terrain isn't really limited. I'm assuming you don't know how to use the hard colliders.

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  • 2 weeks later...

For some reason, the sound files aren't importing properly for me. All I'm getting are Window's Dings, and when I look in the sound folder, there are no audio files present.

That's very strange, I had to create a null sound because GMS kept constantly replacing the first sound effect with another random sound effect. What version of Studio are you using. 1.4 is recommended.

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That's very strange, I had to create a null sound because GMS kept constantly replacing the first sound effect with another random sound effect. What version of Studio are you using. 1.4 is recommended.

I'm using version 1.4. Besides the sound issue, this engine is darn accurate, and I plan on putting it to good use soon. Would it be possible for you (or anyone that's got it to work) to upload the sound folder that you have so that the actual sound files could be downloaded and copied over. The sounds exist in game maker, it just can't find the correct sounds, so I guess re copying the files may solve this issue. Great job with this engine by the way.

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I'm using version 1.4. Besides the sound issue, this engine is darn accurate, and I plan on putting it to good use soon. Would it be possible for you (or anyone that's got it to work) to upload the sound folder that you have so that the actual sound files could be downloaded and copied over. The sounds exist in game maker, it just can't find the correct sounds, so I guess re copying the files may solve this issue. Great job with this engine by the way.

Thanks! Did you try the new link? I created a new GMZ with a bug fix. If it still doesn't work I'll just send the audio folder.

Edit: I added the GMX folder to the downloads.

Edit 2: I figured it out the problem, if I save the GMZ directly to Dropbox it doesn't properly save, the newest link should work fine.

Edited by TruePowerofTeamwork
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This is a very good sonic engine but I have a nitpick. I find that some things are too fast (e.g. time b4 drowning) and some things are too slow (e.g. knuckles animation for climbing). everything else is spot on to a classic sonic game to me. great work

Thanks, I can't believe you noticed that. I did some tests and had my friend look in the assembly, and you were definitely right. Both have been fixed in the next update.

I'm gonna look more into Knuckles animations, and various underwater things, before releasing the update.

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Thanks, I can't believe you noticed that. I did some tests and had my friend look in the assembly, and you were definitely right. Both have been fixed in the next update.

I'm gonna look more into Knuckles animations, and various underwater things, before releasing the update.

Ok. I didn't think the thing was unnoticeable. I will probably use the engine for a sonic fan game I might make in the future. I will make the levels for it and try to make custom sprites ( I say try because I am not good at art. don't believe me? then look at this http://sta.sh/0oernpxi73w ). There is 1 last question I have. How do I add effects to the levels like snow and rain?

Edited by fahyda
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Oh dear.. I accidentally completely broke build 272.

Don't use it it's completely broken.

273 will be out in a few minutes, with a few bug fixes, Sonic and Knuckles AI, and physics improvements, hopefully it's not also completely broken. : P

Edit: 273 is uploaded.

Edited by TruePowerofTeamwork
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Oh dear.. I accidentally completely broke build 272.

Don't use it it's completely broken.

273 will be out in a few minutes, with a few bug fixes, Sonic and Knuckles AI, and physics improvements, hopefully it's not also completely broken. : P

Edit: 273 is uploaded.

Thanks to the power of github, it should be extremely easy to figure out what kinds of changes you have made between any two builds... as long as you are committing regularly.

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