Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Sonic Dash (Open Source WIP)


Recommended Posts

Features:

Original Gameplay Style

Automatic Updating (WIP)

Custom HUD/Menus

Paralax Background Engine

Physics accurate to sonic (thanks to the Damizean and The Taxman for value calculations)

Multiplayer (possibly online)

Original/Heavily Edited Sprites

Original Backgrounds

Features Music from Jumping Flash! 1 & 2 as well as some korean pop music

keep in mind that this is a WIP of the engine, and all level tiles/bgs are placeholders.

also due to my work schedule, i can now update this on an almost daily basis. just check this post for information on whats been added. ill also try to bump this topic when i update (if it's fine with the moderators).

screenies (as of 7/11/06)

title.png

ss1.png

ss2.png

ss3.png

ss4.png

ss5.png

old screenies here

for the time being, i will put sonic dash updates at http://hosted.filefront.com/rogueyoshi/

Development Crew:

ME(all around)

Damizean(all around)

Midiman(images)

Aerosol(images)

Darth Crap(coding, boss design)

-more to come-(level designer will be needed after final rewrite)

UPDATE INFO:

8/15/06

- added corkscrew courtesy of damizean

- minor fixes

8/14/06

- added pipes

8/12/06

- new title cards contributed by Midiman

8/11/06

- minor tweaks

8/10/06

- updated menu system

- updated sonic character sprites

8/9/06

- added character 'Ashura' and partner system

8/8/06

- graphical changes

- began adding 'Title Cards'

8/6/06

- minor gameplay tweaks

8/3/06

- added a beta menu system courtesy of Damizean

8/2/06

- added bumpers courtesy of Damizean

- fixed wobble related bugs

- random improvements

7/31/06

- added checkpoints.

- changed timing system.

7/29/06

- added monitor physics(try jumping under it!).

- overhauled input detection, now it is possible to record input(sorry no playback yet).

7/28/06

- nothing big changed(even i need a break XD).

7/27/06

- added edge wobble.

7/26/06

- added water splash.

- fixed enemy/monitor bouncing.

- changed "Music\0.mp3" to "Music\R1.mp3".

- updated HUD.

7/25/06

- fixed springs once again.

- fixed bug that caused some stuff not to get drawn while underwater.

7/24/06

- springs now work correctly in any gravity angle.

- quick fix for drowning while over a spring.

7/23/06

- fixed water distortion bug.

- changed HUD.

- changed Test level background.

- fixed bug with enemy movement(thanks dami).

- added shields.

- added preliminary drowning.

If the game runs slowly, try playing in windowed mode without stretching and with detail level at 0(press the '1' key while playing).

Remember: you can use this engine, but you MUST give credit depending on what you used.

CREDITS:

Supachao for angel island sky sheet.

Damizean for the original engine, shield, and lots of stuff.

Midiman for the modified HUD.

Made in GameMaker 6.1

Link to comment
Share on other sites

Very impressive. There really isn't much to criticise. It feels exactly like the genesis games. Good job.

I noticed a small bug:

ss0.png

When I tried going through the loop, Sonic just stopped right there. I was only able to do it once, so it might not even be worth looking into, but I thought I'd mention it anyway.

Looking forward to a demo.

Link to comment
Share on other sites

someone at work canceled my upload when they shut off my pc.

i'm uploading it now, but wait at least 4 minutes after this post to download it.

Below is a double post that has been automagically merged into the original.

7/15/06 -

-fixed a typing error that cause bugs when you get game over

-changed skid decceleration formula

-added preliminary enemy template

-added preliminary score multiplier

Link to comment
Share on other sites

7/18/06 -

-added "smash" death.

-enhanced test level.

-optimized death sequence.

-renamed init_zone() script to init_act().

-added 'active' parent objects for moving objects(like platforms). this is needed so they can move while offscreen.

-minor optimizations.

7/17/06 -

-added instance activation for rings(not implemented).

7/16/06 -

-started work on pushable objects.

Link to comment
Share on other sites

Sorry dude, that's gotta be my fault, so I'll explain: I was using that HUD for my testings and boredom in Gamemaker 6, and after exchanging codes with Yoshi he ended up deciding to rewrite the Sonic Dash engine using my engine as a new base, so that's why the HUD is there. I intended to ask you permission for use, but you weren't much here and I didn't saw you on AIM lately.

As for the sprites notice on the first post, it was only for the little custom / revamped sprites of the Shield and Wall Kicking animation, never for the HUD.

Sorry Midi

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...