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Update!
https://sonicfangameshq.com/forums/show … demo.1389/
The SAGE 22 Public demo is now live!
Inside my project, you may find many new experimental scripts, both used and unused! I hope you find this valuable!
https://drive.google.com/drive/folders/ … sp=sharing
Would you like to change the lighting of a level in real time? Now you can, with my new object simply called "dawn". I currently use it to change Sky High Zone Act 2 from AS2R from dark to light, to represent the time changing between acts.
Simply download and copy the folders into your opensurge project! With a little editing you could do the reverse and change a level from light to dark. I will certainly use this again myself.
Don't forget to have this object be spawned in by a new setup file, and to add the entity event to the level's setup file
Hello, here to post what I feel will be a useful pack for those wanting to make Sonic games. Been working hard to perfect these shield abilities and they're finally in sharable state. Simply download and copy the folders into your opensurge project. This will override the base shields from opensurge, so you may want to rename them and do some little edits to fit your development.
https://drive.google.com/drive/folders/ … sp=sharing
Pack includes from AS2R:
Thunder Shield, with it's controllable double jump
And the Bubble Shield, with it's bounces and the Bubble Rise mechanic from AS2R
The pack also includes AS2R's Minecart and Glider, which replace the acid and wind shields respectively
To see these working in your game you will have to add all these companions to your .char file. This includes the behind graphics for the thunder and fire shields, so it's important you add those to see the full sprite animation, which were cleverly devised by Alex to show the z.index of the behind sprite properly
A new progress report has been published on my YouTube channel!
and also did I forget to mention, politics, Joe Biden's victory (and Donald Trump's humiliating defeat).
P.S. Let's hope 2021 is better than last year!
While I do not think highly of any political figure, to me they're all the same, financially motivated, puppets to carry out maintaining the agenda of the "elite". To me it's all a charade to distract us from the darker things that go on behind the scenes. I don't like to lean too far in any direction, too far left, too far right, you'll end up falling. With this said, and the fact that 10 months have passed, I would really like to know how you feel about these statements in retrospect.
P.S. Let's Go Brandon is one of the funniest things to have happened this year. From both a meme perspective and the media's reaction to it.
Hello. I am prepping my game for another public demo, which means I need beta testers! I have added a new link to the first post.
My main concerns are:
- random crashes (since adding new scripts my game now crashes sometimes and I do not know why).
- Colours and art direction for the levels being easy on the eyes (Sonic's sprites have not changed yet)
- Performance (sometimes the game cant run at 60fps)
- Level design
Here's some screenshots to tempt you
Oh, I also changed the name of the project. As reference to the fact Sonic 2 has loads of remakes, and a cheeky nod to AM2R, the wonderful Metroid 2 Remake that also took years to develop
I have updated the name of this post and added new enemies to share with you all, see the first post
I wouldn't say the forums are dead, rather it's user base is busy adapting to the changes. Hopefully in a year or two the forums will be flooded with new user content t that's come from the changeover from open sonic to open Surge. I was actually going to post a new set of badniks
The Demo and link have now been updated!
Based on player feedback and using my new art equipment I am proud to present Sky High Zone Act 1. You can play in this sandbox and see all the new assets which were made from the ground up. I hope you enjoy it. Access it either using the level select, or by jumping over the animal capsule in UGZ Act 2 and using the minecart to the right (It's like a secret exit!).
Also new to this demo is the Fire Dash ability for the Fire Shield
Have a bunch of screenshots!
Changelog:
- SAGE ready, added a custom title screen and a temporary cutscene level for between both acts of UGZ.
- Level design adjustments have been made for difficulty balance
- New bonus musics have been added, can you trigger them?
SAGE is tomorrow and I'm ready to go, have a bunch of screenshots in celebration!
Changelog:
- New power up added, Minecart Monitor. Will force the player right until they are hit. Works like a shield (it is a modified shield). Works as a temporary workaround for real Minecarts.
- UGZ Act 1 has been tidied up, redesigned to account for the minecarts, and extended before the Boss. Minecart focused challenges added.
- Changed the default 1up jingle to a sound effect that doesn't over-ride the main music. Unfortunately collecting 100 rings forces the old behaviour to play a jingle so I changed the jingle to an 8 bit remix of the Mega Drive 1up jingle
Changelog:
- Fully ported to new version of opensurge, which means you can now jump while holding the down arrow key, and crushing blocks now kill Sonic instead of warping him.
- Fixed an issue on UGZ Act 1's boss where a 9th ball hitting the Antlion could softlock the game. Also Eggman can no longer fire balls upon defeat.
- Minor level design tweaks for UGZ Act 2.
Will you ship the Minecart for SAGE?
Well I have a week to myself next week to develop, I will try to crack this! I have an idea of what to try next, which is creating the rails as objects instead of bricks, which can change the animation and force the player forward if they've interacted with the minecart controller (which, in this demo, you'll see it changes Sonic's animation for a split second). A lot more work needs to be done to fully replicate the original minecart's behaviour (which allows Sonic to look up and down while the minecart moves, can crash into walls to be destroyed, can be jumped out of in motion, and can even destroy spikes!). Sonic 2 has some very interesting gimmicks
Very interesting discovery about Act 2's boss. I can confirm it's behaviour resets to it's first state no matter what when you pause the game leading to some unintended behaviour. Very strange! Is pausing the game something I need to consider in my script? Also this boss will have more frames of animation in the future to make it clear when the player can attack.
Act 1's boss will change in the future, it will be more interactive, once I have mastered cutscene scripting. As the original boss goes, Eggman saves Sonic from falling in lava so he can test his new robots, and the cannon balls fired from Eggman will destroy the boss.
Come SAGE, the download will be hosted by Sonic Fan Games HQ so no more google drive!
Thank you for reviewing the level design, great care and watching many playtests has crafted these levels to ensure a nice Sonicy rhythm. I wanted the familiarity of the original game represented in Act 1, and then Act 2 opens up with more slopes and plenty to explore!
My next plans are to draw the rest of the level art throughout next year (Sky High, Aqua Lake, Green Hills, Gimmick Mountain, Scrambled Egg, Crystal Egg, Special Stages and Green Hill), and redraw the sprites with my new animation equipment. All the while improving my surge scripting knowledge and trying to get these cutscenes scripted. In all honesty I think adding new gimmicks like the minecart has been the greatest challenge, but I feel like I'm nearly there!
It's been a while. I've been really busy as of late preparing for University and moving home. I'm finally at the point where I can work on the game again in my downtime. With 3 days left until SAGE 2020 submissions close, and because I will be doing another art overhaul during my animation course, I was thinking of entering a demo to SAGE, placeholder art and all. After all, this would get more exposure and I could finally get to watch somebody stream and get feedback that way. Let me know if what I have so far is good enough to showcase at SAGE, and if I should make any changes in time for the expo going live on September 5th. Perhaps adding a title screen and storyboard style placeholder cutscenes. I will also port the game into the newest version of open surge.
I watched a friend play UGZ Act 2 on a very low spec laptop and discovered that the engine struggles to render all those tiles at 60fps. On my PC this was never an issue. I also realised that UGZ Act 2's bosses behaviour is tied to the framerate. If it dips below 60, the boss can softlock the game.
Changelog:
- I have slightly changed the Drop dash script to not activate until 0.35 seconds have passed since the player holds the jump button. This makes it similar to Mania's Drop Dash and now it cannot be spammed instantly. More work needs doing to change the speed depending on the player speed.
The download is on the first post.
Changelog:
- Updated spring behaviour (provided by Alex)
Changelog to demo:
- Brand new upload! Additional scripts
- UGZ1 level design tweaks
- Fixed issues with some tubes that would softlock the game
- Bouncy Balls no longer warp through the ground
- New Goal behaviour!
- UGZ2 level design tweaks
- TWO NEW BOSSES
- Antion Miniboss is a recreation of the original boss from UGZ. Very stable, please report any issues
- Antlion 2 is an original boss which in order to defeat, you'll need to watch and figure out a pattern. Unstable behaviour, can be broken the longer it goes on. In order to figure out how to fix I need your help.
Have a couple of screenshots!
Thank you!
Changelog to Demo:
- Act 2 Level design tweaks
- Added Thunder shield immunity for Act 2 boss
Changelog to Demo:
- The hidden Fire shield in Act 2 now provides lava immunity. Can you find it?
- New musics added for bosses remixed by Bridge Capper of Youtube
https://drive.google.com/drive/folders/ … sp=sharing
is a mod of lady bugsy with new animations and different rules to it's bullets
An improved mod of my old chameleon enemy
Turtle is a smart enemy that has two behaviour patterns that it switches between
Is a heavy mod of wolfie that turn's it into an alternate crabmeat enemy who attacks with spikes coming out if it's claws
Development update!
Woo! As of today, Sonic's basic moveset is completely animated! Here is the modded spritesheet so far.
Also the level art for UGZ Acts 1 and 2 are now finished! Though I think in the future the tiles will need further edits so everything connects together well (my slopes and minecart rails especially).
You can view the updates via this video.
https://www.youtube.com/watch?v=3HvN89Yjv9A
Currently I am building some beta level design so everyone can have a try and see the animation for themselves (my video capture software likes to blur everything).
Current to do list:
Peel Out? (New anim for max speed)
Minecart (solo + Sonic)
Falling anim?
Enemy that appears, fires a bullet, disappears
change bullet direction of lady bug
make platformer wolfy chase player on a timeout
minecart activator
Rolling boulder
Make falling spikes wobble
Change camera (Sonic can currently see more behind his direction than in front).
I have also planned out the cutscenes that I need to program, keeping them here as a backup.
Intro (plays before 1st level) - Redraw Green Hill Zone ending cutscene from Sonic 1. A flash of light makes the emeralds disappear and Eggman zooms past with a captured Tails. Sonic persues and roll opening credits via signs in the background. Sonic stops at a cliff and sees UGZ in the background. Fade to black.
UGZ act 1 (triggers at miniboss encounter) - Sonic rolls down a mountain, and nearly falls into a pool of lava but Eggman appears and picks up Sonic before hitting the bottom. Eggman carries sonic to the miniboss area. Eggman exits. Trigger miniboss.
UGZ act 1 (triggers after results screen) - Antlion miniboss suddenly reappears from under the ground, breaking it and sending Sonic deep underground. Sonic shakes it off and continues right. Fade to Act 2.
UGZ Act 2 (Triggers after Results) - Sonic Emerges at the top of the map and looks into the background at some tall blue structures extending into the clouds. Camera zooms to a paraglider at the edge of the cliff. Sonic runs to it and glides off screen. Fade to black.
Demo screen (Plays after UGZ cleared) - "Thanks for playing!" "Support Just John 43 on Youtube" "Support Opensurge" "Support Akidna"
Thank you for checking out my project!
Just ported my code to it, I've noticed smoother movement, such as when you use the purple springs the camera doesn't freak out. Thank you
Hello! Thanks for the feedback. I agreed with you on Sonic's Sprites, so I have made them smaller, he now matches Surge's height to the ears.
Been working with a composer called Akidna to design Art for Act 2 based off the vibes I got off his remixes. He's really talented and I can't wait to share his compositions with you! Act 2 will be set at Sunset and has swapping backgrounds, I'm looking forward to the day you can be surprised by it!
New things coded into the game are:
A bouncy ball that hurts Sonic (For the boss)
An ever bigger Rolling Ball that chases Sonic (Indiana Sonic Rush Jones style)
Spikes that fall when Sonic gets close
Question: Is it possible to trigger S3K style, in engine cutscenes (or events) in surgescript? Because soon I will be looking into creating a boss, and Dr Robotnik comes and saves Sonic before the first boss. Also I would like to make the level transitions happen in engine too.
Happy surgescripting!
I have a video showing off the graphics and some things i've coded into the game. Thank you Alexandre for your help.
https://www.youtube.com/watch?v=YAd0cmWQNKI
Been getting very familiar with coding bricks and masks and backgrounds. Open Surge has amazing potential for the most complex parallax scrolling and multiple background layers.
I've been working on the drop dash code, it now functions very closely to Mania's, just need to write a few more ifs to change it's speed
Coded an animated lava tile, works a lot like the spikes
Coded a fireball enemy that hurts the player on collision
Minecart still not working, but it's fun seeing what effects certain code has on the game and we're learning a lot about Surge Script in the process
Underground Zone Act 1 art is nearly complete.
Sonic's sprites are half way there but still need polish
Just ported my assets into the new engine and thank you! The Jump abilities are awesome