Chaos Rush Posted October 24, 2007 Report Share Posted October 24, 2007 Well, recently on SCD I posted the new Sonic Revival engine, so I've decided that I should post it at other places to. The engine was built off of the Layering example that Damizean posted here some time ago. The item boxes and shields were made with the help of the Sonic Dash engine, so theres also credits to Rogueyoshi. After ringloss was implemented, TechnoSuperguy from SCD helped me with fixing many glitches, and Kain helped someone at SCD on how to do Checkpoints, so theres credits to him. Here is the general credits list: Chaos Rush -For compiling the engine Damizean -For engine base Rogueyoshi -For Item Boxes, Sonic 3 shields, Shield sprites, and the HUD Alex Z (from GMC) -For some of the sprites Kain -for Checkpoints TechnoSuperguy (from SCD/GMC) -For helping me fix many glitches The engine was made because I wanted something decent for my fangame that I'm working on at SCD, and so I could prevent this other guy from deciding to use the Sonic ZX engine. The engine covers: 360 Degree Movement Lives System Checkpoints Ringloss Basic Enemy Collision Static Platforms Layering Ring Collection Silver 20+ Rings Bumpers Springs Spikes Dashers HUD with Lives+Rings+Timer+Score Extra Life Monitor Eggman Monitor +10 Rings Monitor Regular Shield Fire Shield Water Shield Electricity Shield + Magnetic Rings Invincibility Monitor And here is the engine itself: The Sonic Revival Engine And yes, I know some of the stuff is handled through D&D, but I started learning GML back in June and haven't learned much since . All comments are appreciated! 1 Link to comment Share on other sites More sharing options...
Godmaster Posted October 25, 2007 Report Share Posted October 25, 2007 Wow! All goodness in only one engine, I got this in SCD forums yesterday. The only "problem" that I saw was the parallax when you jump while "hspeed=0", the buildings moves a little to side. I suggest you to make moving platforms, that would be a good update! Link to comment Share on other sites More sharing options...
Rael0505 Posted October 25, 2007 Report Share Posted October 25, 2007 You should make an exe of it, I'd like to try it out. Link to comment Share on other sites More sharing options...
Drackfox Posted October 25, 2007 Report Share Posted October 25, 2007 Me to, By the sound of it, it sounds decent, so can you make a EXE please? Link to comment Share on other sites More sharing options...
Sonicinos Posted October 25, 2007 Report Share Posted October 25, 2007 I'd love to be able to make heads or tails (AHAHAHAHAH!) of this (or any) Game Maker engine... Link to comment Share on other sites More sharing options...
Rael0505 Posted October 25, 2007 Report Share Posted October 25, 2007 You could be the next Dane Cook, sonicinos. Link to comment Share on other sites More sharing options...
Chaos Rush Posted October 25, 2007 Author Report Share Posted October 25, 2007 Alright, since some people wanted it, here is the executable: http://www.bestsharing.com/files/QWhB43354225/SonicEngine.exe.html 1 Link to comment Share on other sites More sharing options...
Spike Posted October 25, 2007 Report Share Posted October 25, 2007 Awesome, Chaos Rush. If I wasn't so far into Sonic GR already I would use this. R-r-r-r-r-r-rep up. Link to comment Share on other sites More sharing options...
Chaos Rush Posted October 26, 2007 Author Report Share Posted October 26, 2007 Awesome, Chaos Rush. If I wasn't so far into Sonic GR already I would use this.R-r-r-r-r-r-rep up. Thanks! Actually, I was thinking of implementing Tails & Knuckles into this engine, and seeing as your fangame has Tails & Knuckles, I was thinking maybe I should ask you on how to fly, glide, and wall climb . Link to comment Share on other sites More sharing options...
Spike Posted October 26, 2007 Report Share Posted October 26, 2007 You know what? That would be cool. I'll start putting them into the engine. I'll try to whip up a little character changer, too. I'll see what I can get done. Link to comment Share on other sites More sharing options...
Chaos Rush Posted October 26, 2007 Author Report Share Posted October 26, 2007 You know what? That would be cool. I'll start putting them into the engine.I'll try to whip up a little character changer, too. I'll see what I can get done. Preferably, I'd want Sonic, Tails, and Knuckles three separate objects, but you can do what you'd like. Link to comment Share on other sites More sharing options...
Spike Posted October 26, 2007 Report Share Posted October 26, 2007 Actually, I find it easier to use one character. I actually just use a sprite change, and make it so that abilities are only available depending on what your global.character value is. EDIT: Uh, I can't seem to download a copy of GM6 anymore (Thanks, Yoyogames.). Would you mind if it magically turned into a .gm7 file? Link to comment Share on other sites More sharing options...
VectorSatyr Posted October 26, 2007 Report Share Posted October 26, 2007 Got the chance to finally test this. Deceleration is weak, which makes it easy to run into things. By that same token, top speed is too high as well. You die if you hit the ceiling of the room. Item boxes break when you touch them. I'd much rather work for it. Shield graphics should animate faster - they impede on my view of the player. Blue jump wave should be behind the player - same as above. Enemy explosion should be smaller; item box should also have that explosion. Player's animation alignment is poor. My excitement was killed once I actually got to play it. I'm afraid I'm just not that impressed. It's good work, but I wish it were "great" work. =/ Link to comment Share on other sites More sharing options...
Chaos Rush Posted October 26, 2007 Author Report Share Posted October 26, 2007 My excitement was killed once I actually got to play it. I'm afraid I'm just not that impressed. It's good work, but I wish it were "great" work. =/ I doubt that one of the people of SCDTi could actually think of this engine as "great" work because you could easily have something much better than this. This engine is probably crap compared to what you guys could come up with. Blue jump wave should be behind the player - same as above.I intended it to be above the player. Link to comment Share on other sites More sharing options...
VectorSatyr Posted October 26, 2007 Report Share Posted October 26, 2007 I intended it to be above the player. I know. It hurts my eyes that way, and it's distracting. =/ Link to comment Share on other sites More sharing options...
Spike Posted October 28, 2007 Report Share Posted October 28, 2007 Alright, Chaos Rush, I eventually found an old copy of GM6. I'll start making the characters. Link to comment Share on other sites More sharing options...
Chaos Rush Posted October 28, 2007 Author Report Share Posted October 28, 2007 Alright, Chaos Rush, I eventually found an old copy of GM6. I'll start making the characters. I think the best way to do that would probably be this: First, make an object called objStartPlace. Then make a variable called global.CharacterID. Then make it so that if global.CharacterID is equal to 1, then place objSonic at where objStartPlace is. If global.CharacterID is equal to 2, then place objTails at the objStartPlace. If global.CharacterID is equal to 3, then place Knuckles at objStartPlace. There, I think that would make it so that you don't have to have multiple rooms for characters. Also is Sonic 4's engine a build off of Damizean's? EDIT: Also, in a few weeks I might update the engine with improvements and more stuff, because at SCD, Kain showed us how to implement Grinding into that engine, and it works perfect! Also I'll try to change the things that AeroGP mentioned. And of course, Spike is working on Tails and Knuckles. Link to comment Share on other sites More sharing options...
Spike Posted October 28, 2007 Report Share Posted October 28, 2007 Sonic 4 is built off of Damizeans oldest slopes tutorial, the one with just one little room. It's basically about 90% my own, but I still give him major credit (Because I never could have figured it out on my own). If you want to have seperate objects as characters, that's fine, but you will have to make new collision events for every single character and that gets a little annoying after a while. I'll do that if you want want to, though. Link to comment Share on other sites More sharing options...
Chaos Rush Posted October 29, 2007 Author Report Share Posted October 29, 2007 If you want to have seperate objects as characters, that's fine, but you will have to make new collision events for every single character and that gets a little annoying after a while. I'll do that if you want want to, though. Well, Sonic's parent object is objPlayer, and that basically handles the collision events (except Rings). EDIT: Damnit! I never noticed those player_collsion scripts from Damizean. Sorry about how poorly made the spikes are, they could be easily made better after I noticed those scripts. Link to comment Share on other sites More sharing options...
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