BlitzSonic Freerunner
So let me start by bringing everyone up to speed.
Project Freerunner has evolved into Sonic Worldrunner, and is now under development in Sonic GDK. The old Freerunner engine is something I have been working on the last few months in an effort to make it into a better base from which to build BlitzSonic mods.
The Project Freerunner team was nice enough to let me have control of the old engine, and have allowed me to release the source code!
Now having brought you up to speed, here is a short list of things I have added since the last release of the engine:
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BlitzSonic Freerunner Engine v1.4 features:
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-New 3DS Max script for making Stage.xml objects.
-Rings pan from left to right
-Sounds array mkII added - A different method for loading and playing sounds.
-Light dash added
-Game_Options.xml added. Lets you set the spindash mode, jump trail style, and game volume.
-Auxiliary object placement code - Code will read a .b3d model containing dummy meshes (cubes, pyramids) into locations for stage objects to be placed/rotated.
-Moved FX and FastImage startup to Game_Loading.bb
-Removed config selector so that it loads the default Config.xml again
-Homing attack is in place, and homing flag added to objects
-Added 2 jump trail options, blur and SA2 style
-'Spider-Sonic' cheat code added
-Barliesque's lens flares code successfully implemented
-Lens flare can be added via stage's config file
-Ring loss code is a lot faster (experimental at the moment)
-Cheat codes are back in, and the source has been massively improved!
-Fully functional Caterkiller Jr. badnik created
-Fully functional Bloominator badnik created
-Added Sonic 4 hud
-Huds can be switched in-game
-Moved HUD code to Game_Interface_HUD.bb
-Interface source file is a little easier to read, but still needs work
-Added smooth following 'Mario64 camera' (control mode 3) (buggy at the moment, but will be improved later on)
-Added new scrolling texture (waterfall effects) code with up to 4 scrolling surfaces per mesh
-Common objects are copied rather than loaded a bunch of times. This uses less ram and loads the stage faster!
-New menu implemented
-Menu code improved to make editing easier
-Menu re-sizes properly in full screen and in other windowed modes
-Mouse navigation replaced with selector bar
-Level select loads the stage folders on it's own
-Object's parse/creation/update code is self contained in individual source files
-Added documentation for making stages and adding characters to the engine
-Removed lots of old code that was commented out
-Improved some existing code with more efficient code
-Added some comments to random code that needed explanation
I plan on submitting this engine, with source, to SAGE this year. But that's not all I'm up to...
Sonic 3 Adventure
Sonic 3 Adventure is a project I posted over at Retro which aims to create the look and feel of Sonic Adventure 2, with Sonic 3 stages and game elements. It is based off of the very engine I am submitting to SAGE.
The plan is to re-create the whole game, including badniks, bosses, gimmicks, characters, and story in 3D. A daunting challenge indeed, but things are going great so far, so don't cast your doubts just yet! Just have a look at some of the screenshots and renders:
Bloominator and Caterkiller Jr.
Big Tree
Fire Breath
Sonic 3 Adventure may take a very long time to complete. My goal is to have most of it done by 2014, Sonic 3's 20th. I am very open to suggestions and contributions to this project as I need all the help I can get!
In the mean time, BlitzSonic Freerunner is the main focus of this topic. After it's release, I plan on continuing my efforts to improve the engine and to provide bug fixes every now and then.
To summarize, Project Freerunner has become Sonic Worldrunner. BlitzSonic Freerunner is meant to be an upgraded version of BlitzSonic for those who enjoy editing the engine. Sonic 3 Adventure will be a crossbreed of SA2 and Sonic 3.
I hope you enjoy this engine, and I hope to see some mods after it's release! See you at SAGE!