Power Hedgehog Posted August 16, 2007 Report Share Posted August 16, 2007 OVERVIEW My previous fan games didn't go as well, i.e- Sonic Attack (now scrapped) and Sonic RG (Sonic RG is still planned to be finished in the near future). I just plan to go back in time for now, and present Sonic GEDA, a new fan game based on Sonic 1 for genesis, but with totally new levels and faster gameplay. As you all know, Dr. Robotnik is at it again, turning all the animals of Mobius into robots, and it's up to Sonic to rescue them. Metal Sonic had been commanded to collect the six (yes, six) chaos gems (emeralds). So this game has sort of a Sonic 1 / CD twist to it. Can Sonic rescue the animals and collect the six emeralds before Metal Sonic does? Features Realistic Sonic 1 style gameplay using a modified version of Chaos Rush's Sonic Revival Engine. Also a menu system and .ogg music. Controls Arrows - move Space - jump Up - look up Down - crouch Down + Space - spindash (Sonic CD style) Down + move - roll Zone List (some titles are working-titles) ZONE 1: Shimmering Valley Zone ZONE 2: Oil Refinery Zone ZONE 3: Angel Temple Zone ZONE 4: Icy Cavern Zone ZONE 5: Mount Mobius Zone ZONE 6: Neon Speedway Zone ZONE 7: Electronic Observertory Zone POSSIBLY TO BE ADDED LATER SAVING & LOADING SYSTEM SCREENSHOTS COMING SOON DOWNLOADS DEMO v01: (No Longer Available) DEMO v02: here DEMO v03: --------- ________________________ SONIC GEDA DEMO v03 SCHEDULED RELEASE: FEB 2008 Link to comment Share on other sites More sharing options...
TRD Posted August 17, 2007 Report Share Posted August 17, 2007 The engine looks good so far, I can't find any faults except for the acceleration bit. Sonic starts off way too fast, and the physics need alittle bit more work too. Good job so far. Link to comment Share on other sites More sharing options...
love 4 shadow Posted August 18, 2007 Report Share Posted August 18, 2007 a bit buggy but in any other sence,cool Link to comment Share on other sites More sharing options...
RGX Posted August 21, 2007 Report Share Posted August 21, 2007 Seems good enough. Link to comment Share on other sites More sharing options...
Rael0505 Posted August 21, 2007 Report Share Posted August 21, 2007 I think the acceleration is a little bit high, but other than that I can't find any bugs. Did you make the engine from scratch or build off of a pre-existing engine? Good so far, looking forward to a demo. Link to comment Share on other sites More sharing options...
Power Hedgehog Posted August 26, 2007 Author Report Share Posted August 26, 2007 I'm not even too pleased with the engine that much. So I might just redo it using one of Damizean's 360 degree engines out of the pack of engines released not to long ago for GM 6 / 7. I've also realized that it takes much pressure doing a decent game by yourself, so have decided to open up for a few members to help with the project. I can do all the minor things for the engine, like Zone names, deciding which setup the game will be like, gathering Fonts, and a little of the coding and such, but other than that, here's what I would be looking for: Logo Makers: To create the logos for the game, like the Title Screen logo, level title card, and end of level logos. Spriters: to create or rip sprites from the games to use. ADV GM7 coders: to help code many important aspects of the game from tweaks with the 360 engine, like extra moves, ringloss, corkscrews, to additional features like checkpoints, title menues, AI enemies, bosses, gimmiks, etc. Level Designer: To help design the levels for the game. Backgound / Tile Ripper and Creator: To create backgrounds and tiles either from scratch, or reused from the commercial games.(must have paint program, or a scanner). Music Person: To gather the music for the game, and be able to combine with the game. (i.e.- .ogg music). And that's basically a team right there. Of course all who participate will recieve full credit for what they've done. So if you see a spot that you'd like, please PM me or email me at [email protected] explaining which position you'd like to fill. And please read the game's story so you can get an idea of what kind of Sonic game it would be like. Basically: Dr. Robotnik is at it again, turning all the animals of Mobius into robots, and hoping to use the emeralds to build the ultimate Fortress in the center of Mobius, and rule all, and it's up to Sonic to stop him. Also, Metal Sonic makes a return to help collect the six (yes, six) chaos gems (emeralds) for Robotnik. So this game has sort of a Sonic 1 / CD twist to it. Can Sonic rescue the animals and collect the six emeralds before Metal Sonic & Robotnik do? So please, it would be great to get a small little team here to help create this game. I feel that most people want to take it back, back to the 90's where Sonic was first created; and experience what true Sonic games should have been like back then. Thank You, and I know this game will be great. Sincerely, Power Hedgehog Link to comment Share on other sites More sharing options...
Rael0505 Posted August 26, 2007 Report Share Posted August 26, 2007 I don't mean to burst your bubble, but it'll be hard recruiting a team. Most of us are busy with our own projects. The best way to request help is to win people's hearts over to the project by releasing an impressive demo and making people want to help with it over helping with anything else. I've been here for a few years; I know how it works. My advice is to do as much as you can by yourself and make a good demo, while keeping the request for help out. People may help if they like your project enough. Good luck. Link to comment Share on other sites More sharing options...
Power Hedgehog Posted August 26, 2007 Author Report Share Posted August 26, 2007 My advice is to do as much as you can by yourself and make a good demo, while keeping the request for help out. People may help if they like your project enough. Good luck. okay, thanks. I guess I can finish working on it and have a demo out soon. Link to comment Share on other sites More sharing options...
Rael0505 Posted August 26, 2007 Report Share Posted August 26, 2007 By the way, the engine wasn't bad. You just need to fine-tune the physics a little and make it smoother to play. Link to comment Share on other sites More sharing options...
Power Hedgehog Posted August 27, 2007 Author Report Share Posted August 27, 2007 well, got new screens of Zone 7: By the way, tweaked Sonic's movement just a bit. Also, decided to use text from Sonic 1 for the title cards and Bonus cards. I'll have a demo up real soon, because I don't want to show too much unfinished work. The demo will contain all of Zone 7 + boss (2 Acts and Boss). UPDATES: Changed All game text to those of Sonic 1 Made Sonic's movement more realistic (lower acceleration) Added working Bumpers like in Carnival Night Zone in Sonic 3 (see pic #3) Made Sonic's Tube rolling faster Changed Sonic's spring animation to that of Sonic CD Link to comment Share on other sites More sharing options...
Rael0505 Posted August 27, 2007 Report Share Posted August 27, 2007 Looking good. In the third screenshot, change the vertical bumpers back to yellow. Yellow and purple complement each other perfectly. Link to comment Share on other sites More sharing options...
TRD Posted August 27, 2007 Report Share Posted August 27, 2007 Wow, the foreground reminds me of my original Poinkblank Highway style. Nice Mixing right there. Link to comment Share on other sites More sharing options...
VectorSatyr Posted August 27, 2007 Report Share Posted August 27, 2007 Yellow and purple complement each other perfectly. Color Theory 101. Link to comment Share on other sites More sharing options...
Power Hedgehog Posted November 11, 2007 Author Report Share Posted November 11, 2007 Digging up my own grave....probably not a good idea, but if I didn't, I wouldn't be able to discuss the new Sonic Geda engine! I would have updated last week, but I had no type of internet service here. I'm back now with a complete update. This new engine is being created using Chaos Rush's Sonic Revival engine, so much credit for that. Well, I've used Revival's engine and modified it to work nearly like the previous Geda engine, but with much better movement. The newest demo will be released as soon as I can figure out some different floor tiles for the 1st level: Shimmering Valley. The background was taken from one of my previously scrapped game called Sonic Attack. Here's a background pic of what the 1st level would look like: So, I'm thinking that I could use the emerald hill tiles for the floors and such. Well, once I come to a decision about that, the game level progress can begin. I am hoping to keep steady work on this project with few delays, but I can't make any promises. So, If anyone wants to comment on the background above, feel free to do so. ALSO, I'll be uploading the new engine's screen shots at some point. Link to comment Share on other sites More sharing options...
VectorSatyr Posted November 11, 2007 Report Share Posted November 11, 2007 This new engine is being created using Chaos Rush's Sonic Revival engine, so much credit for that. Bad - I liked yours better than his. =/ Link to comment Share on other sites More sharing options...
Power Hedgehog Posted November 11, 2007 Author Report Share Posted November 11, 2007 Bad - I liked yours better than his. =/ But although I'm using his engine, no one would probably notice it because I changed the sprites and tweaked the engine movements and coding. I also added a lot of new features. The reason why I'm using it is because Chaos Rush presented it in a way where you could understand it greatly, and so far, it's been real helpful to me. Link to comment Share on other sites More sharing options...
Spike Posted November 11, 2007 Report Share Posted November 11, 2007 The Emerald Hill/ Hilltop combination has been done before. Many many times. Maybe you should go for something more original? I could help you out if you want. Link to comment Share on other sites More sharing options...
Power Hedgehog Posted November 11, 2007 Author Report Share Posted November 11, 2007 The Emerald Hill/ Hilltop combination has been done before. Many many times. Maybe you should go for something more original? I could help you out if you want. Great, I am always open to new ideas. Link to comment Share on other sites More sharing options...
Rael0505 Posted November 11, 2007 Report Share Posted November 11, 2007 It's good to see you again, welcome back. Link to comment Share on other sites More sharing options...
Khorney Posted November 12, 2007 Report Share Posted November 12, 2007 i'm afraid i can only see the thumbnail (ie there is no link to an enlarged picture) but how come the coconuts are bright pink? Link to comment Share on other sites More sharing options...
Zenor Posted November 12, 2007 Report Share Posted November 12, 2007 i'm afraid i can only see the thumbnail (ie there is no link to an enlarged picture) but how come the coconuts are bright pink? Palmtree Panic Present time zone. Link to comment Share on other sites More sharing options...
Power Hedgehog Posted November 24, 2007 Author Report Share Posted November 24, 2007 Well, after a few weeks of hard work, I've finally done it. I now present a fully working zone using the new engine of Sonic Geda. The file says Demo version 01, but this is really demo 02. This game contains a fully playable zone: Cosmic Speedway Zone. I wasn't really to concerned about the level designs, as I was just trying to get a demo in to see what the game's capable. Don't forget that this is still a demo, as I will be adding a heck load of new things and such. The direct link to the game is: http://www.savefile.com/files/1216989 SONIC'S NEW ACTIONS: Includes better spindash, look up camera movement, and super-peel-out. Enjoy! Also, check my first post for the demo too! 1 Link to comment Share on other sites More sharing options...
TRD Posted November 24, 2007 Report Share Posted November 24, 2007 The jumping could use alittle work, Sonic doesn't jump high enough. Other than that, the level design was good and so was this demo. Keep it up. Link to comment Share on other sites More sharing options...
Rael0505 Posted November 25, 2007 Report Share Posted November 25, 2007 I'm surprised at how good this demo is. I completed the zone, and I'm going to play it again and type up my comments. The physics are fine except for the jumping. It takes too long for Sonic to reach his apex. He descends at a good rate though. What engine is this game built off of? How much did you do yourself? I've had no problems besides the jumping. Your enemies are very simple. Make some new ones that actually do something besides move around. You could have some attached to the ceiling that shoot things at Sonic when he walks under them, for instance. I take back what I said about the engine having no problems. Your collisions need work. I spindashed here, and I went through it and it forced me to the right a little bit. Or you could just mess with layers and allow Sonic to pass through it if he's below. Is this the first zone? I'm guessing it is. If so, props to you for not following the "first level has to be bright and green" rule. The difficulty is very easy, but even so there are too few gimmicks (if you don't know what I mean, think of angel island's swinging vines, marble garden's spinning tops, etc). The starlight fire shooters and the "pipes" that force Sonic to roll are the gimmicks you included. You did a good job putting the level together even without a wide variety of gimmicks, but these kind of levels especially have so much potential if they have more. Even if you don't choose to alter this level, keep that in mind for designing future levels and they'll turn out better. I love the seperate paths, by the way. There's way too much empty time at the end of levels. It should end right after the score is calculated. You also neen to stop the screen from scrolling once you do hit the sign. This time playing act 1, I hit the sign and the score isn't calculating and the level isn't changing. I have no idea why, you should look into it. I'll restart the game now. Other complaints: There's no time over at 9:59:99. It just keeps going. It looks weird on the timer, so either have it freeze at 9:59:99 or find some way to fix the way it looks when it passes that. Or you could just have it kill Sonic of course. I think the monitors should be solid. It just bothers me when I can walk right through them. When Sonic jumps on an item box, he should rebound off it. Sometimes when I hit a diagonal red spring, the sample plays multiple times. Not a big deal, but kind of annoying. I want you to finish this game. I was very impressed with the demo. It has a retro charm that few other fangames do. Rep up, keep up the good work. Link to comment Share on other sites More sharing options...
TRD Posted November 25, 2007 Report Share Posted November 25, 2007 Is this the first zone? I'm guessing it is. If so, props to you for not following the "first level has to be bright and green" rule. <3 Link to comment Share on other sites More sharing options...
Recommended Posts