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TruePowerofTeamwork

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Posts posted by TruePowerofTeamwork

  1. I don't think anyone's gonna agree with me on this one, but whatever.

    GQPP78.png?1352719167

     

    Battle for Bikini Bottom, is honestly surprising, because for the most part, it's a pretty damn good platformer.

    Even more so, considering most of the Spongebob or Nickelodeon games are usually bad or mediocore.

    The PC and GBA versions are completely different games, and honestly I don't like them very much, but the Gamecube version is surprisingly good. Is it a masterpiece? Not at all, but it'd say it's a pretty good game.

    • Like 2
  2. 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.

    Yep, I usually update them all at the same time, starting with github. It's easier because I just press a button. : P

  3. Any tips on the camera system? I notice it locks perfectly in certain areas of Green Hill Zone like it did in the classics. I looked through the camera object but it's just a little confusing how things are working.

    The controller object usually handles the camera position limits. I can probably move it to the camera object if that's easier.

  4. 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.

  5. So, from a few private requests on how to do certain things, I decided it would be a good idea to create a thread with various tutorials and answers.

     

    Questions:

    Q: Where does all of the initialization code go, such as setting key inputs, fonts and such?

    A: Game Start event of objGlobal. objGlobal is the only object that is persistent through the entire game.

     

    Q: How do I add/remove levels from the level list, or edit level names?

    A: This is done with the initialization in the Game Start event.

    Look for: global.LevelList, global.LevelNames, global.LevelActs, LvlMusic, and LvlAnimals.

     

    Level Name is the name of each level, Level acts is what act the level is, LvlMusic is the music to use, and lvl animals, is the id of animals to use(Just set to 0 if unsure).

     

    Tutorial 1 - Parallax:

    The parallax system is quite easy, for each sprite in the parallax you'd use scrParallaxAddBG to add a sprite. Parallax sprites are added in the Game Start event of objGlobal.

    The arguments are:

    scrParallaxAddBG(sprite_index, layers, layer_speed, speed, id)

     

    sprite_index obviously means the sprite it uses.

     

    layers is the amount of parallax layers(If you don't want layers, just set it to 1).

     

    layer_speed is the difference in movement between the layers.

    The higher the layer speed the more the layers spread apart when moving. Set this between 0 to 1.

     

    speed means the difference in speed between the entire parallax and the camera.

    If it's set to 1 it will follow the camera perfectly, if it's set to 0.5, it will move at half the speed.

     

    id is a individual id that you give each parallax sprite. Make sure no parallax sprite has the same id.

     

    An example: scrParallaxAddBG(sprEHZParallax1, 1, 0, 0.95, 0);

     

    To draw parallax use scrDrawParallax(id, y, image_index)

     

    id is the id you gave the sprite when creating the parallax.

     

    y is the y position subtracted by the view y. So if you want it on the top of the screen set it 0, if you want it 128 pixels below the top of the screen set it to 128.

     

    image_index is the current frame of the sprite.

     

    Now just create an object, add the draw parallax scripts in the draw event, and place it in the room.

     

    I will be adding more tutorials and answers with time, if you have a quick question or request a tutorial ask here, unless it requires it's own topic.

  6. 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.

  7. 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.

  8. Is the Second one. . Rocket Knight Adventures?

    I mean, Sparkster's been clearly stated to be an oppossum. . But some could mistake him for a mouse. .or a cat or a dog maybe >.<

    (with a grabby tail)

    But he does have a Children's difficulty setting in "America's house" because in Japan's house, there's just a normal mode in its' place. . .

    Hmmmmm. . .

    I was thinking RKA too, but I didn't think he looked anything like a dog or a cat, I thought it was pretty obvious he was an opossum, so I went with Dynamite Headdy instead.

  9. As a huge racing fan, this was really fun! My only nitpicks are that the res is way too small(Or it's just way too pixelated), making it hard to see what's coming up, and it doesn't support 1920x1080.

    Now I understand the old racers were low res, but it can be a huge problem sometimes, so I think it should be an option.

    I beat it on my first try with 36 secs left. : D

  10. 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.

  11. 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.

  12. 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.

  13. 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

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