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#1 2017-12-24 06:49:04

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Sonic in the Mega Sega Showdown

Hi everyone! Here's the first demo of my next project, Sonic: Robotnik's Revenge. I haven't thought of a story yet though, so feel free to leave some ideas below.

This mod, of course, is a Sonic fangame. "Why not make it VA: TG 2," I hear you ask. Well, since it was already very similar to Sonic, might as well go all the way and make a Sonic fangame. Good thing Sega doesn't mind people using their IPs in passionate fan projects, right Nintendo?

Anyways, the demo contains 1 zone; Fresh Firth. This will either be the first or second zone of the full game. Act 2 was previously found as a secret level  in the latest VA: TG build, and now it's a fully-fledged zone. The noticeable difference in quality of the design of the levels between FF Act 2 and the rest of VA: TG is because the levels in VA: TG were made years ago, when I didn't have a clue about how to make good level design. Since this zone, and the other zones in this upcoming project, will be done from scratch by older me, there will be a massive improvement from a design standpoint, at least in my opinion.

There is also a Special Stage in this demo that can be reached from a giant ring in Act 2. They are kind of like a 2D version of the Sonic 2 half-pipe stages, where you are running at a controlled speed, trying to grab as many rings as possible.

So, yeah. All in all, I think just this alone is a big improvement over VA: TG; try it out if you're interested.

https://www.dropbox.com/s/8ez3hdp4tczvl … d.zip?dl=0

PLAYTHROUGH: https://vimeo.com/248625434

Last edited by SGWaS (2018-07-05 19:18:31)


-SGWaS

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#2 2017-12-25 21:40:08

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: Sonic in the Mega Sega Showdown

Hey SGWaS,

I already see a big improvement over your last project. Keep up the good work! wink

Suggestion: I think the brickset of the first level could get some more work (so you get smooth blocks, without holes in-between)

SGWaS wrote:

there will be a massive improvement from a design standpoint, at least in my opinion.

yes, give special attention to design. Your game will be great this way! cool

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#3 2017-12-25 23:50:25

KZR
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Registered: 2010-07-14
Posts: 1,447
Website

Re: Sonic in the Mega Sega Showdown

I see great level design here, I suggest we re-skin a few stages for Open Surge


SD_sml.pngSeD_sml.pngLTot_W_sml.png
https://discord.gg/w8JqM7m ---> Open Surge's Discord server

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#4 2017-12-26 02:42:51

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Sonic in the Mega Sega Showdown

@Alexandre: Thanks for the suggestions and compliments as usual! big_smile

@KZR: That's a good idea. I wouldn't mind helping you guys out in spare time. smile


-SGWaS

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#5 2018-01-26 09:27:07

G.E.R.
Member
From: Russia, Krasnodar
Registered: 2017-12-26
Posts: 177

Re: Sonic in the Mega Sega Showdown

I liked the levels and the original music. The boss is also implemented well.

// I'm sorry for non-translated text, I typed the text in my own language, translated into English and accidentally deleted the English phrase

Last edited by G.E.R. (2018-01-29 07:06:00)

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#6 2018-01-29 03:30:58

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Sonic in the Mega Sega Showdown

G.E.R. wrote:

мне понравились уровни и оригинальная музыка. Босс тоже реализован хорошо.

Thanks. A new build will be coming shortly with a brand-new zone and 2 new characters from Sega games (The dragon from Panzer Dragoon and NiGHTS).


-SGWaS

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#7 2018-01-29 07:13:51

G.E.R.
Member
From: Russia, Krasnodar
Registered: 2017-12-26
Posts: 177

Re: Sonic in the Mega Sega Showdown

I'm sorry for non-translated text on previous message. I typed the text in my own language, translated into English and accidentally deleted the English phrase.

So, is this mod with Sonic and characters from other game? I had an idea created level with Sonic and Surge in one game also.

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#8 2018-01-29 15:50:11

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Sonic in the Mega Sega Showdown

This is okay. I just used Google Translate to read it.

Yes, this game will feature other characters from Sega games; in the case of this mod - dragon from Panzer Dragoon and NiGHTS. The level of Panzer Dragoon, which will be included in the next demo, pretty much finished, but I have not yet created a flight controller for NiGHTS; he uses the same one as the dragon.

I can provide screenshots when I can. Thank you for your interest!


-SGWaS

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#9 2018-01-30 04:18:49

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Sonic in the Mega Sega Showdown

The next build is here, and wow, what an update! So many new things were added, such as:

-New title emphasizing the other playable characters; "Sonic in the Mega Sega Showdown"
-Brand new casino zone, Jackpot Jazz
-Panzer Dragoon level
-NiGHTS into Dreams boss level
-New music, along with some replacement tunes
-New sound effects for other characters and bosses (though I have yet to give Sonic a proper death sound instead of a joke one)
-New objects like flippers for Jackpot Jazz
-New FMV cutscene
-New enemies
-New bosses

Download: https://www.dropbox.com/s/vq3pl7t79ezr4 … o.zip?dl=0

Gameplay videos:

Fresh Firth - https://www.youtube.com/watch?v=IEufcfty2wo
Jackpot Jazz - https://www.youtube.com/watch?v=Z6oBB3SCSdw

Last edited by SGWaS (2018-01-30 04:46:52)


-SGWaS

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#10 2018-01-30 11:16:53

G.E.R.
Member
From: Russia, Krasnodar
Registered: 2017-12-26
Posts: 177

Re: Sonic in the Mega Sega Showdown

Fresh Firth Zone (with Panzer) turned out to be very difficult to complete. Player not protected with rings and he don't foreseeable enemies.

I think, that you can add few animated objects on Jackpot Jazz Zone. Also, you can be highlighted in dark color passable bricks.
Are you want use bricks from Sonifc 2 Delta?
0_1998e0_de7bd224_orig

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#11 2018-01-30 12:32:08

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Sonic in the Mega Sega Showdown

G.E.R. wrote:

Fresh Firth Zone (with Panzer) turned out to be very difficult to complete. Player not protected with rings and he don't foreseeable enemies.

That is probably the hardest level in the game so far, but it's not too hard; it just takes practice to get good at aiming your shot and avoiding enemies. I would make it so rings do protect the dragon if there's a way to disable the knockback on getting hit, and go straight to recovery.

G.E.R. wrote:

I think, that you can add few animated objects on Jackpot Jazz Zone. Also, you can be highlighted in dark color passable bricks.
Are you want use bricks from Sonic 2 Delta?

There are a few objects in Jackpot Jazz with animation, but they are a little hard to see unless the player is at a complete stop. Perhaps a faster FPS rate will do the trick. As for the Sonic 2 Delta bricks, maybe for Act 2.


-SGWaS

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#12 2018-01-30 17:04:08

G.E.R.
Member
From: Russia, Krasnodar
Registered: 2017-12-26
Posts: 177

Re: Sonic in the Mega Sega Showdown

to disable the knockback on getting hit, and go straight to recovery.


You should create new object %egg-robo%, then create child object ".laser" and specify scenario of ".laser" as only move, without "hit_player" command. It will be usually PASSABLE object (decoration). Then you write

on_player_collision "hit"

<...>

state "hit"
{
play_sample "collectible loss" // ringless sound
add_collectibles (-10) // Panzer lost 10 ring, or other value. But if he has <10 rings, he don't die.

// other commands...
<...>
}

I used similar method today, when I created bonus stage with "+3 ring" and "-10 ring" items.

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#13 2018-01-30 23:32:21

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Sonic in the Mega Sega Showdown

G.E.R. wrote:

You should create new object %egg-robo%, then create child object ".laser" and specify scenario of ".laser" as only move, without "hit_player" command. It will be usually PASSABLE object (decoration). Then you write

on_player_collision "hit"

<...>

state "hit"
{
play_sample "collectible loss" // ringless sound
add_collectibles (-10) // Panzer lost 10 ring, or other value. But if he has <10 rings, he don't die.

// other commands...
<...>
}

I used similar method today, when I created bonus stage with "+3 ring" and "-10 ring" items.

This still retains the knockback, sending the player down into the bottomless pit with a lost life. Maybe if there was a way to just add -10 rings without knocking back the player.


-SGWaS

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#14 2018-01-31 09:59:26

G.E.R.
Member
From: Russia, Krasnodar
Registered: 2017-12-26
Posts: 177

Re: Sonic in the Mega Sega Showdown

On object "mecharobotnik2" I wrote everywhere

state "hurt"
{
play_sample "collectible loss"
add_collectibles (-999)
If "collectibles() == 0" "dead"
change_state "cooldown"
}

state "Dead"
{
kill_player
}

instead "hit_player"

And you should create copy of objects %enemies% special for this level and and write similar scripts without command "enemy 100"

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#15 2018-02-01 02:32:58

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Sonic in the Mega Sega Showdown

G.E.R. wrote:

On object "mecharobotnik2" I wrote everywhere

state "hurt"
{
play_sample "collectible loss"
add_collectibles (-999)
If "collectibles() == 0" "dead"
change_state "cooldown"
}

state "Dead"
{
kill_player
}

instead "hit_player"

And you should create copy of objects %enemies% special for this level and and write similar scripts without command "enemy 100"

Good idea. I implemented this into the mecharobotnik object. I also made another mecharobotnik object that doesn't drop bombs to make the level easier. The bomb-dropping objects will be introduced midway through the level.

I tried using the script here at first, but since the "if collectibles" line was after the line that takes away rings, the player dies when touching the object, even with rings. This is because the object takes all the rings away, then checks if the player has rings, and kills the player if he/she doesn't. Switching the lines around fixes this:

state "hurt"
{
play_sample "samples/ringless.wav"
if "collectibles() == 0" "dead"
add_collectibles (-999) 
change_state "cooldown"
}

state "dead"
{
kill_player
}

Last edited by SGWaS (2018-02-01 02:37:30)


-SGWaS

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#16 2018-03-16 07:46:38

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Sonic in the Mega Sega Showdown

Hey everyone! It's been a while since I've updated this, but don't worry; this project is still very active in development. So active that I have a few new things to show you cool

First, new FMV logos at the start of the game; one for Sega, SGWaS Games, and Sonic Team. Yay.

Second, a brand new zone called "Construction City". Act 1 is a Sonic Advance-style day stage with many loops and some moving platforms, Act 2 is a sewer level with lots of tricky jumps on pipes and a Labyrinth section, and Act 3 is another cinematic Panzer Dragoon level that I can't get enough of. It's still not entirely finished yet; Act 1 needs to be a bit longer and needs more depth in the background. But what I have right now is enough to warrant an update.

Third, the Dragon can now shoot in 3 directions; forward, backward and upward. I have also near-fully completed the next Panzer Dragoon level, which is, again, CC Act 3.

All of this is shown in this video: https://www.youtube.com/watch?v=vsIS1dHXgR8
Download link will come eventually; I need to work on this a bit more before release. wink


-SGWaS

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#17 2018-03-18 16:39:20

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: Sonic in the Mega Sega Showdown

Hey SGWaS, your levels are definitely improving cool

A few suggestions:

  • On the first act, the background image is a bit too low res in my opinion. A higher resolution image would fit the level much better. Congratulations for the loops.

  • Use a consistent graphic style across the levels. Very important.

I watched the Dragon level and enjoyed it very much. You have realized that you can use Open Surge to create non-platformers as well, right? wink

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#18 2018-03-18 21:42:38

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Sonic in the Mega Sega Showdown

Thanks for replying! As for some feedback:

  • That background was taken from Route 99 in Sonic Advance 3. That part used was the farther piece of the background in the original level, whereas a separate layer containing coloured buildings was put on top of it. I'll add that in onwards.

  • My plan for some of the zones is that the first act would take place outside, then the player would go inside somewhere when things change up, kind of what Sonic Lost World tried to do. This level, for example, takes place in the city in the first act, then in the sewer in the 2nd act. This is done to keep variety within the stages, and if the player happens to like the theme of the first act, they will find it again in Act 3. There will also be a consistent day-to-night cycle; The first & second acts of every odd-numbered zone will take place in the daytime, the 3rd act of odd-numbered zones take place in the evening, and even-numbered zones take place at night.

And yes, I did know that Open Surge could be used for a variety of different 2D game genres. That's kind of what I'm doing with the Dragon and NiGHTS levels in this game. Thank you for the interest and advice! smile


-SGWaS

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#19 2018-03-20 11:09:52

G.E.R.
Member
From: Russia, Krasnodar
Registered: 2017-12-26
Posts: 177

Re: Sonic in the Mega Sega Showdown

Player can see your mod for the first time and does not know how to play. Consider this.

use Open Surge to create non-platformers

This engine gives great opportunities and have the ability to do similar levels. I developed a level scenario with airplain ("Tornado") and level on the "Sky Forntess" or "Mirage Saloon" model. Decompilation of Sonic Mania and study of structure of the level helps also

There will also be a consistent day-to-night cycle.

Very good idea. It was in Chaotix only and Sonic Generation twice, but it's very easy to accomplish. Just recolored brickset and save it in new file.

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#20 2018-04-15 05:31:34

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Sonic in the Mega Sega Showdown

Here's the first new update in a while: I've been working on a wall running gimmick for use in some of the game's levels and special stages. The sprites were ripped from Sonic CD, the sprite used when going up the first slope in the game was rotated clockwise to face forwards.

The way it works is simple: an invisible object that is always active is placed in the level, and when the player touches it the object automatically sets the player's animation and horizontal speed. The vertical speed is adjusted when the player holds the up or down keys. A series of passable bricks with obstacle bricks above and below can be put after the object to give off a wall running effect.

I still haven't coded a way for it to stop and go back to normal play however, and for that reason, it won't be released just yet. Here's a video of the gimmick in action:

https://www.youtube.com/watch?v=LgyQygAJZwI

You can also see an extra layer in the background of CC Act 1, adjusted level design and faster player animations to give a better sense of speed.

Last edited by SGWaS (2018-04-15 05:33:57)


-SGWaS

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#21 2018-04-16 00:13:28

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: Sonic in the Mega Sega Showdown

AWWEEESOME!!!

I love the creative gimmicks cool

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#22 2018-07-05 15:58:08

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Sonic in the Mega Sega Showdown

Oh my.

I think this mod needs some sort of news update.

This is basically what happened: https://youtu.be/criy51Og2KE

Nah, just kidding. Although it is like that sometimes lol

What actually happened is that I lost the flash drive that contained the WIP version of the game a few months ago. I did find it again a couple days ago however, and development of Sonic in the MSS will continue. So far I have made a better control scheme for NiGHTS that is more akin to the actual NiGHTS games. I also plan to make more special stages for the upcoming zones, and zones that are currently missing them.

All this and more will be released in the next build, which I'm not sure when it will be released at the moment. I plan to make an entirely new 4th zone for the next build to make up for the hiatus. Thanks for the help and interest everyone! big_smile


-SGWaS

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#23 2018-07-15 00:36:07

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Sonic in the Mega Sega Showdown

Hey all,

Working on the next zone in Sonic in the MSS; Slient Sands. So far I have some of Act 1 done, which is showcased in the video below. It's very unfinished; I still need to add enemies, rings and more scenery as well. I do have a whale chase scene done though, which is shown in the video:

https://www.youtube.com/watch?v=jlsTjIeH5cs

I also have a Discord server now if you guys want to join that: https://discordapp.com/invite/62Nwk3r

Thanks for your continued interest! big_smile


-SGWaS

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#24 2018-07-16 05:09:42

Alexandre
Administrator
From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: Sonic in the Mega Sega Showdown

hey SGWaS, you might want to try out the new physics update. Creating new bricksets is now easier than ever before. It takes only a few minutes and grants you much more creativity than sticking to the old Sunshine brickset smile

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#25 2018-07-17 15:38:19

SynfigMaster91
Member
Registered: 2017-10-10
Posts: 144

Re: Sonic in the Mega Sega Showdown

Nice progress, SGWaS! Hope to see your game soon!

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