Open Surge Forum

A fun 2D retro platformer inspired by Sonic games and a game creation system

You are not logged in.

Announcement

Our community has moved to Discord! https://discord.gg/w8JqM7m

#1 Re: Games » Another Sonic the Hedgehog 2 Remake - AS2R » 2020-01-08 22:27:48

KZR

I think Sonic's sprite is a tad bit too big and it clashes with the scale of everything else.

and you forgot the pushing and getting hit animations

Nice to see Sonic 2 8-bit revisited. my game gear's D-pad did not survive this game mad
I also liked that you gave Sonic a mania-like moveset. it definitely improves the gameplay

If you need faster feedback, let our Discord server know about it. I'm almost always reachable there and many other Forum users are there too

#3 Re: General » Error compiling zlib » 2019-12-20 13:37:11

KZR

That's indeed possible. I believe it's possible to port Open Surge to platforms such as RetroPie and ClockworkPi GameShell (Linux) simply by compiling it.

have you ever thought of supporting Retroarch? Cave Story is there, available to download from the main menu and runs perfectly on a Pi

#4 Re: Games » Sonic the hedgehog adventure Version Final » 2019-12-19 13:51:35

KZR

I have two minor things bothering me

the loading screen - you're mimicking a Sega game, as if it was made by them. but the default Surge loading screen still shows. I Suggest you either use a black screen or something Sega/Sonic related

the camera/resolution - I see you're using a 4:3 resolution, maybe an old build from the engine as well. If you update the engine you get widescreen by default. If you wish to keep the 4:3 ratio, you could place the camera slightly in front of the direction the player is moving in.

https://youtu.be/upArOIYoFes

This was made in 0.1.4 and the legacy script might even be compatible with newer builds. notice that the camera accelerates faster than the player, but the maximum speed is the same. when the player stops, or isn't pressing left/right, the camera does a fast mosquito_movement to find the player, and centers on the player within a certain range

#5 Re: General » Error compiling zlib » 2019-12-19 13:36:18

KZR

Interesting. I thought you had to change the source code. I'll let you know once I have progress. It would be pretty cool to have an SD card full of Surge mods big_smile

but still on the Win/Lin compilation, the wiki is a bit confusing as the instructions don't clearly specify what's for Windows and what's for Linux. I do appreciate you taking your time to document everything in detail, but for someone with little to no background in programming, things get messy pretty quick

#6 Re: General » Error compiling zlib » 2019-12-15 20:17:30

KZR

ok. I'll try that.

Also please let me know as soon as the RPi version is ready for testing. I can help you with that, and when it's playable, I'm sure my son would love to help too since he is also a Sonic fan smile

#7 Re: General » Error compiling zlib » 2019-12-14 06:16:07

KZR

Is it better if I compile in windows for windows?

#8 Re: General » Error compiling zlib » 2019-12-13 16:26:29

KZR
Can't find Allegro 5 lib (liballegro_monolith-static).  You might get some
  luck by tweaking CMake options with ccmake | cmake-gui, or you can get help
  at opensurge2d.org

I have installed allegro  with the package manager. what am i missing?

#9 Re: General » Error compiling zlib » 2019-12-08 13:42:46

KZR

Turns out the problem was me entering the windows commands in the linux console. The wiki has them all in one block and the guide specified to use linux. That's where I got confused

Are you going to keep the internal resolution hard-coded? I don't really mind messing around with the source code, but since my hi-res hack of build 760 has gathered some interest, I think users could benefit from, say, a .ini file where they could change the engine's internal resolution, aside of the upscaling factor already present in the options menu.

Especially now with Allegro 5, the engine should not chug anymore when presented with multiple alpha blended sprites, or many entities on screen at higher resolutions

#10 Re: General » Error compiling zlib » 2019-12-06 10:18:37

KZR

I'm compiling on Linux (Ubuntu Gnome 16.04) and following the wiki's instructions. As soon as I get to zlib compilation fails with the log above

Also my package manager seems to be missing??

I did manage to install Allegro 5 via ppa, but it seems that zlib is missing a file required to compile, which is strange because I got the right version via wget

#11 General » Error compiling zlib » 2019-12-05 17:31:45

KZR
Replies: 15

trying to follow the compilation instructions on the wiki but at this point it breaks and I'm not sure what to do about it

> make -f win32/Makefile.gcc install
gcc  -O3 -Wall -c -o adler32.o adler32.c
gcc  -O3 -Wall -c -o compress.o compress.c
gcc  -O3 -Wall -c -o crc32.o crc32.c
gcc  -O3 -Wall -c -o deflate.o deflate.c
gcc  -O3 -Wall -c -o gzclose.o gzclose.c
gcc  -O3 -Wall -c -o gzlib.o gzlib.c
gzlib.c: In function ‘gz_open’:
gzlib.c:14:17: warning: implicit declaration of function ‘lseek’ [-Wimplicit-function-declaration]
 #  define LSEEK lseek
                 ^
gzlib.c:252:9: note: in expansion of macro ‘LSEEK’
         LSEEK(state->fd, 0, SEEK_END);  /* so gzoffset() is correct */
         ^
gcc  -O3 -Wall -c -o gzread.o gzread.c
gzread.c: In function ‘gz_load’:
gzread.c:35:15: warning: implicit declaration of function ‘read’ [-Wimplicit-function-declaration]
         ret = read(state->fd, buf + *have, get);
               ^
gzread.c: In function ‘gzclose_r’:
gzread.c:651:11: warning: implicit declaration of function ‘close’ [-Wimplicit-function-declaration]
     ret = close(state->fd);
           ^
gcc  -O3 -Wall -c -o gzwrite.o gzwrite.c
gzwrite.c: In function ‘gz_comp’:
gzwrite.c:89:20: warning: implicit declaration of function ‘write’ [-Wimplicit-function-declaration]
             writ = write(state->fd, strm->next_in, put);
                    ^
gzwrite.c: In function ‘gzclose_w’:
gzwrite.c:661:9: warning: implicit declaration of function ‘close’ [-Wimplicit-function-declaration]
     if (close(state->fd) == -1)
         ^
gcc  -O3 -Wall -c -o infback.o infback.c
gcc  -O3 -Wall -c -o inffast.o inffast.c
gcc  -O3 -Wall -c -o inflate.o inflate.c
gcc  -O3 -Wall -c -o inftrees.o inftrees.c
gcc  -O3 -Wall -c -o trees.o trees.c
gcc  -O3 -Wall -c -o uncompr.o uncompr.c
gcc  -O3 -Wall -c -o zutil.o zutil.c
ar rcs libz.a adler32.o compress.o crc32.o deflate.o gzclose.o gzlib.o gzread.o gzwrite.o infback.o inffast.o inflate.o inftrees.o trees.o uncompr.o zutil.o 
windres --define GCC_WINDRES -o zlibrc.o win32/zlib1.rc
make: windres: Command not found
win32/Makefile.gcc:123: recipe for target 'zlibrc.o' failed
make: [zlibrc.o] Error 127 (ignored)
gcc -shared -Wl,--out-implib,libz.dll.a  \
-o zlib1.dll win32/zlib.def adler32.o compress.o crc32.o deflate.o gzclose.o gzlib.o gzread.o gzwrite.o infback.o inffast.o inflate.o inftrees.o trees.o uncompr.o zutil.o  zlibrc.o
gcc: error: zlibrc.o: No such file or directory
win32/Makefile.gcc:96: recipe for target 'zlib1.dll' failed
make: [zlib1.dll] Error 1 (ignored)
strip zlib1.dll
strip: 'zlib1.dll': No such file
win32/Makefile.gcc:96: recipe for target 'zlib1.dll' failed
make: [zlib1.dll] Error 1 (ignored)
if [ "0" = "1" ]; then \
    mkdir -p '/home/kzr/allegro-5.2.5.0/deps/bin'; \
    cp -fp zlib1.dll '/home/kzr/allegro-5.2.5.0/deps/bin'; \
    cp -fp libz.dll.a '/home/kzr/allegro-5.2.5.0/deps/lib'; \
fi
cp -fp zlib.h '/home/kzr/allegro-5.2.5.0/deps/include'
cp -fp zconf.h '/home/kzr/allegro-5.2.5.0/deps/include'
cp -fp libz.a '/home/kzr/allegro-5.2.5.0/deps/lib'
sed \
    -e 's|@prefix@|/usr/local|g' \
    -e 's|@exec_prefix@|/usr/local|g' \
    -e 's|@libdir@|/home/kzr/allegro-5.2.5.0/deps/lib|g' \
    -e 's|@sharedlibdir@|/home/kzr/allegro-5.2.5.0/deps/lib|g' \
    -e 's|@includedir@|/home/kzr/allegro-5.2.5.0/deps/include|g' \
    -e 's|@VERSION@|'`sed -n -e '/VERSION "/s/.*"\(.*\)".*/\1/p' zlib.h`'|g' \
    zlib.pc.in > '/home/kzr/allegro-5.2.5.0/deps/lib'/pkgconfig/zlib.pc
kzr@kzr-VirtualBox:~/allegro-5.2.5.0/deps/zlib-1.2.11/zlib-1.2.11$ make install
make: *** No rule to make target 'install'.  Stop.

#12 Re: General » The new stable version » 2019-11-29 22:33:53

KZR

Thank you! it works a lot better than Celdecea's tool, which was made for Open Sonic and is largely outdated. it even imports bricksets which is a breeze when working with RBE 1/2 generated content

#13 Re: General » The new stable version » 2019-11-29 11:08:01

KZR

the closest we ever got to a full-fledged brickset editor was Jblocks ( http://opensnc.sourceforge.net/forum/vi … hp?id=1683 )
but the link is down sad I've contacted TheSeventhEmerald about the issue

what I was suggesting is actually already possible in RBE1, except brick sorting. you just need to define the top-left corner of every brick, export brk, and edit the values directly before copying over to the brk file.

#14 Re: General » The new stable version » 2019-11-28 17:52:30

KZR

it looks and sounds amazing! nothing like bringing your own vision to life. Seeing as the new auto angle feature works like a charm, I would suggest tweaking RBE 2 to allow direct manipulation of the brickset file.

A bit like the RBE1 text output pop-up, but allowing us to specify values for not only brick XY coordinates, but also strip and frame size. as well as a basic brick sorting feature, which automatically numbers the bricks in sequence (1, 2, 3...) starting at a base number defined by the user. this makes it easier for bricksets to comply with the existing brickset conventions specified in the .brk header comments

// -----------------------------------------------------------------------------
// File: waterworks.brk
// Description: brickset script for Waterworks Zone
// Author: Alexandre Martins <http://opensurge2d.org>
// License: MIT
// -----------------------------------------------------------------------------
//
// This brickset is divided into 3 parts:
//
// 1. Blocks (bricks numbered 0 to 127)
//
//    These are 128x128 bricks that represent: walls, platforms, ceilings,
//    parts of a loop, and so on. They are the building blocks of the level
//    and will help build its structure. They must be tileable (repeatable).
//
// 2. Things (bricks numbered 128 upwards)
//
//    These are generally passable/decorative bricks like: flowers, trees,
//    rocks, pipes, and so on. All such bricks must be built within a 16x16
//    grid (width and height must be divisible by 16, like 64x64, 32x64, etc.)
//
// 3. Special (bricks numbered 255 downwards)
//
//    These are special bricks such as: movable platforms, breakable walls,
//    and so on. All such bricks must fit a 16x16 grid (width and height must
//    be divisible by 16).
//
// -----------------------------------------------------------------------------

RBE2 already automates half of the brickset definition, it would be nice if would do it all, thus saving a lot of time and learning for people who are into level creation. this could boost the community so much to the point where we have a curated in-game level downloader, allowing people to play the community picks without browsing through the forums

#15 Re: General » Waterworks Beta » 2019-06-01 10:56:25

KZR
Alexandre wrote:

I mentioned earlier that I would be taking development more private.

I intend to keep it more private because there is much less overhead this way. We're close to a release and I want things to go faster now.

You're right, but it seems we're the only ones actively involved in anything at all, and therefore I was hoping that the community would help us with brainstorming and feedback and not necessarily with direct involvement in the dev process.

I have been very busy with work and life and come here like once or twice in a week to check up on things, and the community seems to have stagnated again. I wouldn't mind taking a more active role in the project, provided I have enough time.

I will discuss further details on Discord

#16 Re: General » Waterworks Beta » 2019-05-30 22:00:42

KZR

I suggest we use this topic to further discuss the development of this level

I like it, and the flow is just right.

one suggestion though:

s000.png

these can be used to create water slides. Silverstepp had these and some nice objects in his mods that we could also port since they are pretty generic. with his permission, of course.

#17 Re: Assets » City Chill Zone » 2019-03-28 14:41:17

KZR

ok so here's the conclusion I've reached

we shouldn't use the textured bricks for raw level design, from start to goal.

that's where this base brickset is very important!!

from this base brickset we can build textured variations. these can either be used independently, or made completely passable with a slightly higher zindex, so that we can layer them on top of the level's collision mask (brickset 1).

#18 Re: Assets » City Chill Zone » 2019-03-27 14:45:30

KZR

Yes the music is mine. but I have done much better since then

https://soundcloud.com/kaizersensei/retro-hop

this one fits much better, in my opinion. Also the sound quality is a huge step up since that time

in fact listen to the other songs at https://soundcloud.com/kaizersensei and let me know which ones you'd like to have, as is or modified exclusively for Open Surge.

I especially like "Not coming back (mix 2)" for a level, evoking the feeling that you are just passing through

here are my ideas for this level's design:

Slope types

Snow banks tend to be round and puffy, and while the ground of a city might use some roundness of the landscape, many things are flat and straight, for the sake of good navigation and urban planning. Also we shouldn't forget that indoor or covered areas do not have snow on the floor. Brick textures should be different across locations

Navigation

A city offers lots of interesting things to this. Tunnels and bridges, transportation, suspended cables, highways, parking lots, industrial structures, rooftops, and so much more, not to mention potential gimmicks and hazards. using the concept of flow we can chain things in many interesting ways, which will very often differ from the way a real city is built

----

I can help with the brickset but I can't possibly do all this on my own. I need to know who volunteers to help and what you can actually do.

my plan is to come up with a concept brickset. not necessarily textured or colored at all. just some building elements that we can link together to get the flow right. then we add details, polish and modify as needed, until we get the whole design right.

Join us on Discord

https://discord.gg/FEcu8t

let's be honest, a forum is good for long term information, but in game development we should be faster than a few days between replies. don't be afraid of messaging if people are offline. and if you are really serious you can even install it on your phone or tablet smile

#19 General » [Discussion] Mario Maker style editor » 2019-02-16 11:15:16

KZR
Replies: 1

I just recently watched the Mario Maker 2 video and it's getting me quite interested. But coming back to Open Surge, I noticed that even though the editor has come a long way it still has room for improvement.

what if the engine could load all existing .brk files, but only selectively load individual bricks if they need to be displayed somewhere, discarding them if not used? this could even be used to generate level-specific .brk file and perhaps even stitch together all the loose bricks into one single png for easy redistribution of levels.

We would have a very expanded brick palette, overcoming one of the difficulties people often have when creating levels - adding and changing content

just a thought. what are you guys thinking?

#20 Re: General » Is removing the ledges » 2019-02-15 13:57:06

KZR

do you mean the ledge animation? if you replace the ledge animation with the idle animation you can work around that. look in the chr file and use the same number for ledge as for idle/stopped

also there is no video in your post

#21 Re: Off-topic » Open Surge on Dreamcast? » 2019-02-04 23:06:09

KZR

the memory requirements on PC are accounting for the operating system as well, hence the larger memory requirement.

with some smart png and ogg compression, and even highly optimized code and scripts to save some kb, you can fit Open Surge in 16 Mb. even 8-12, if we want to have free RAM for actually running the game

great classic DOS games were made for far inferior machines, required anywhere between 4 to 8 Mb of RAM and fit in a couple floppies, if not in a single 1.44 Mb with free space for more games.

#22 Re: Assets » Waterworks concept art candidates » 2019-01-30 16:05:06

KZR

I love it too. gonna try and make some bricks based on that

those water tanks gave me an idea. so there are these water tanks in various sizes and they are somewhere between platforms. when the liquid is still it behaves like normal, but when the turbine is active, it creates a whirlwind that pulls the player down. we could use this in different ways:

a soft trap, that delays the player with no damage

a hard trap, that damages the player n collision with the turbine

a gimmick, that pulls the player into a tube network, or creates a jet of water propelling the player along with it



just playing around with the concept in Tiled

image.png

#23 Re: Assets » Possible new character: Raspberry » 2019-01-30 16:03:28

KZR
Alexandre wrote:

Have you asked the person who suggested it?

I haven't heard of it, but it can use Linux, and a port is totally feasible.

If there are no news about the port and you would like to port it, I can probably help.


as you may know my programming skills are limited, and i have absolutely no idea how to code for ARM or the Pi itself. I figure it's not so easy as just switching compiler

I could probably meddle with the startup scripts and have raspbian or such boot directly into the game, though.

One thing I noticed while working with openBOR is how mods are implemented. they are archive files, much like a zip, containing all assets and code used by the mod.

I suppose that if we would want to pack an SD card with OS mods we would either need a launcher app or the ability to create and load self-contained mods that do not affect the base game files unless the  creator wants to do that instead.

#24 Re: Assets » Possible new character: Raspberry » 2019-01-28 14:37:08

KZR

speaking of raspberry, pardon the off-topic

did that raspberry pi port turn into something? I'd be much interested to test the engine on my pi and report any feedback. see how far you can push it. we could be the first community to support original pi games instead of the usual emulation boxes

#25 Re: General » New menu for Open Surge (video) » 2019-01-28 14:34:15

KZR

this is a much needed coat of polish. well done

Board footer

Powered by FluxBB  hosted by tuxfamily.org