I'm not so sure enough people here make fan games. I wish more would. I know one GS friend who knows how to make multiplayer online games. But still is a bit unfamiliar with it. Yes, we both use Game Maker.
Ummm.... I made a few Sonic fan games. My first was a cheezy Eggman game.
I made one Mario game. And I am making another which is a smaller minigame, but I find very cool.
And... I have no plans for future Sonic fan games. .. oh yeah! I started a cool chao game where you play as a chao and fight a random boss at the end of the stage. There is a more organised adventure field with a minigames area, gameplay area, and museum area. I dropped the project sometime in the middle of last year because I was running out of ideas. Yeah, I am a one-man-team, so I run out of ideas too easily.
Okay, I'm going to be using this topic to relase more information about my game as I come up with it. I shoudl create a gamesite or something, but I'm too lazy :P
Anyhow, here's some information on the game's structure:
Unlike your traditional RPG, there is no world map with smaller sub-sections contained within, marked as little cities and such. There are some varying city-things that serve as hubs that will be unlocked as you play the game. The overall design is somewhat linear, with varying "zones" to progress through one at a time. There is no need to backtrack throughout the game because you simply can't get back to it in the story mode. However, if you miss something on your first time through a zone, you can go back to it later through a "zone select" screen. You will definitely find yourself wanting to go back later at some point to gather the special items you missed the first time through either because you missed it or you didn't have the required character in your party at that point in the storyline to get it. A boss fight occurs both part-way and at the end of each zone. After clearing a zone a cutscene ensues developing more of the story and taking you back to the town-area you entered from.
Will update soon with the first town-area and zone soon, so check back!
Sounds cool! I'll definitely give this a try when it does come out.
Some people were saying my sig won't work when they try and download my games.
So, I made this bundle (below) of all of my SMA games. They are the first versions of the first 3. The only difference from the ones in my sig is the fact that they have a credits screen video which will play itself at the end of the game, rather than skipping straight to the beggining again. Also, it includes the Mech-Tails and Ship-Eggman versions of SMA2. Of course, they are only experiments, and are probably not beatable.
http://www.megaupload.com/?d=7PHMHK4S
And those "secret" areas at the SMA2 start screen can be accessed by using the following keypad keys:
+-*/
Well doing variables and stuff is coding, it's just you're probably using a GUI (Graphical User Interface) to do it instead of writing code to do it.
EX: You probably drag and drop some things, go through a few menus, and get it so when Sonic gets hit he loses 10 rings. In code that would look like.
If Hit = True Then (Hit would be a T/F variable you make up that becomes T when hit)
Rings = Rings - 10
End if
It's not really that hard if you know what you're going for.
Well doing variables and stuff is coding, it's just you're probably using a GUI (Graphical User Interface) to do it instead of writing code to do it.
EX: You probably drag and drop some things, go through a few menus, and get it so when Sonic gets hit he loses 10 rings. In code that would look like.
If Hit = True Then (Hit would be a T/F variable you make up that becomes T when hit)
Rings = Rings - 10
End ifIt's not really that hard if you know what you're going for.
sonicphc
Actually, code in Game Maker is alot different looking. But I guess it varies depending on the programs you use.
At least Game Maker can tell you what you're doing in English also. It isn't really a spoiler, click it if you want.
It's one of Sonic's enemy collision events.
[spoiler]
Collision Event with object object8:
if sprite_index is equal to sprite12
start moving in directions 000000010 with speed set to 7
for other object: create instance of object object196 at relative position (0,0)
for other object: create instance of object deer at relative position (3,3)
for other object: create instance of object object196 at relative position (0,3)
for other object: create instance of object object196 at relative position (3,0)
for other object: change the instance into object explosion, yes performing events
else
play sound sound3; looping: false
set the score relative to -10
set speed to 10 and direction to random(360)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
set the sprite to sprite24 with subimage 0 and speed 1
set Alarm 1 to 10
create instance of object scatter at relative position (5,5) with speed 7 in direction random(360)
if sprite_index is equal to sprite24
exit this event
if sprite_index is not equal to sprite12
if score is equal to 0
change the instance into object ded, yes performing events
[/spoiler]
Lol. Good luck getting anybody but yourself to develop it, at least not until you've got a good portion of it done yourself. They're not going to risk even startup costs on something they didn't think of themselves. My friend knows. He'd tried sending letters and E-mails to eveyr developer he knows to see if they'll take his idea, and he's recieved a unanimous rejection and shunning.sonicphcI'll improvise....
Yes. Of course, the background still scrolls, but moves slower than the character. That way, the background actually looks like it's in the distance, rather than right next to you. I've seen it done in other Game Maker projects, but my lack of understanding stopped me from being able to import the technology into my games.DoctorEggmanmmm. Okay. Here's something you could try. Again, I don't know how gamemaker works exactly, so I'll be using Visual Basic terms. Still, you should be something like what I'm saying in Game Maker. Okay, make a giant, full window tall, even wider than full window imagebox. Make two of them. so your background loops. Now set the picture in each of these to be the background you want to use. (Yes, your background would be one, huge image). Now you'll need to write something that makes it so when Sonic moves, the imageboxes move ___ Pixels over. Then when the an imagebox goes completely offscreen, move it to the other end of the first imagebox. Again, I'm not sure on what the code would be in GameMaker since I don't know the language, but that's how I'd go about doing it from a planning standpoint.
[QUOTE="sonicphc"]Well doing variables and stuff is coding, it's just you're probably using a GUI (Graphical User Interface) to do it instead of writing code to do it.
EX: You probably drag and drop some things, go through a few menus, and get it so when Sonic gets hit he loses 10 rings. In code that would look like.
If Hit = True Then (Hit would be a T/F variable you make up that becomes T when hit)
Rings = Rings - 10
End ifIt's not really that hard if you know what you're going for.
DoctorEggman
Actually, code in Game Maker is alot different looking. But I guess it varies depending on the programs you use.
At least Game Maker can tell you what you're doing in English also. It isn't really a spoiler, click it if you want.
It's one of Sonic's enemy collision events.
[spoiler]
Collision Event with object object8:
if sprite_index is equal to sprite12
start moving in directions 000000010 with speed set to 7
for other object: create instance of object object196 at relative position (0,0)
for other object: create instance of object deer at relative position (3,3)
for other object: create instance of object object196 at relative position (0,3)
for other object: create instance of object object196 at relative position (3,0)
for other object: change the instance into object explosion, yes performing events
else
play sound sound3; looping: false
set the score relative to -10
set speed to 10 and direction to random(360)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
create instance of object object196 at relative position (0,3)
set the sprite to sprite24 with subimage 0 and speed 1
set Alarm 1 to 10
create instance of object scatter at relative position (5,5) with speed 7 in direction random(360)
if sprite_index is equal to sprite24
exit this event
if sprite_index is not equal to sprite12
if score is equal to 0
change the instance into object ded, yes performing events
[/spoiler]
Good thing you know what in the world that spoiler is about, because when I clicked it, it was all 1s and 0s[QUOTE="DoctorEggman"]Yes. Of course, the background still scrolls, but moves slower than the character. That way, the background actually looks like it's in the distance, rather than right next to you. I've seen it done in other Game Maker projects, but my lack of understanding stopped me from being able to import the technology into my games.sonicphcmmm. Okay. Here's something you could try. Again, I don't know how gamemaker works exactly, so I'll be using Visual Basic terms. Still, you should be something like what I'm saying in Game Maker. Okay, make a giant, full window tall, even wider than full window imagebox. Make two of them. so your background loops. Now set the picture in each of these to be the background you want to use. (Yes, your background would be one, huge image). Now you'll need to write something that makes it so when Sonic moves, the imageboxes move ___ Pixels over. Then when the an imagebox goes completely offscreen, move it to the other end of the first imagebox. Again, I'm not sure on what the code would be in GameMaker since I don't know the language, but that's how I'd go about doing it from a planning standpoint.
Yes, I had the same idea in mind. But as usual, my lack of knowing GML code (Game Maker Language) keeps me from doing this. Now, I'll need to camera to follow the veiw box rather than the character, otherwise the player may end up seeing stuff they aren't supposed to. ... ... ... :!: ... I'll go search a specific term in the help guide again.
Yes, I know how they that. But I'll do that once I learn how it's done with one background. I looked at another example of this and I see what they did. But I cannot understand it somewhat. :?
They have a seperate object that controls the background with the following code:
Draw Event:
if x is equal to 0
at relative position (view_xview/2,view_yview) draw background background72; tiled: true
-
Of course, "veiw" is the window in which the game is veiwed. I understand the code mostly, but apperantly I am not understanding something if I'm having trouble applying it to my games.
I can make Sonic any ANY size, or any transperancy level with just a push of a button.
Normal size.
Big size.
Little size.
Freakin' huge size!
Flippin' tiny size.
Eventually, Sonic's image will flip after shrinking below 0 pixels in size
Being big makes you extremely vulnerable.
Ghostly Sonic.
A little help... guys?
Great Ghosts! He's slipped under the goal ring! What interesting things are ahead?
Houston, we have a problem.
Wow! That's good! Wait a minute, will your game have some sort of Super Mario Bros twist of being big and small to destroy everything that gets in his way or to get into tight places?shadow_17705
Um, I released this game a while ago. Since I am the game's creator, I can manipulate Sonic in many ways no one else can.
So, there answer is "no". This isn't like "New Super Mario Bros".
Does anyone know a helpful tutorial for Game Maker? I looked at it's contents but they weren't really helpful for me.
Also, I would like to know where I could find a Green Hill background sheet, with all the objects and platforms.
Tails2000
Go to themysticalforestzone.com
I swear, it is one of THE BEST Sonic sprite providers, chalk full of stuff you won't find anywhere else!
The selection is amazing!
Navigating yourself to the Sonic sprites section is really easy, but if you need a link, lemme know.
About Game Maker, the tutorials given on the site are the easiest to understand. I reccomend you start with those.
However, it may take lots of time for you to understand it. Even I still have trouble with it. I look at the help section alot, which is actually quite useful.
Google it :)
Gamemaker is a good way to get started with game design and production, but the next step is learning the actual coding that is used in games, for which I recomend using Visual Basic Express Edition from Microsoft. Just know that creating a game in VB is HELL for the first month until you get your head wrapped around all of the concepts.
Is there a website for that?SonicHomeboy
gamemaker.nl
Yeah, I can imagine! What kinds of things does VB do, which Game Maker cannot do?Google it :)
Gamemaker is a good way to get started with game design and production, but the next step is learning the actual coding that is used in games, for which I recomend using Visual Basic Express Edition from Microsoft. Just know that creating a game in VB is HELL for the first month until you get your head wrapped around all of the concepts.
sonicphc
VB can do anything, and I mean anything you can dream up that your computer can handle, you just have to figure out how.
EX: I noticed when you did game saves in SMA3 it created a file. For starters, VB makes data easier to use since you can simply link up to a database (Micrsoft Access or SQL). Then you can search that database with scripts you define for the data you need.
That's cool. Yeah, i really like the type of file-saving in my SMA games. Possibly because it's likes SOnic Advance. I may take a look at VB one day, though.
Also, I did a blog on this:
I took 5 hours to make a simple prototype of a game. Of course, the making of this game has just begun. The game still has glitches which I am still trying to fix. Tell me if you think it is coming along nicely so far. I need your input for ideas and a possible storyline. Unfortunately, I am very limited since I have only been making games for a little over a year. (I'm still a one-man team who needs help sometimes) Although I have the final say on what may be in this game, I'm open to suggestions. ^_^
So, WHAT am I making? A game about my favorite robot, "E-102 Gamma".
Download here:
http://www.megaupload.com/?d=25I0KM0F
CONTROLS:
UP, N = Jump
Arrow keys = move.
M = Fire
-
Also, if anyone can provide the following Sonic Adventure Gamma phrases for me, I'd appreciate it.
"Mission Complete" & "Mission Failed"
LOL! Spriters Network is a joke compared to this:
http://themysticalforestzone.com/Kajin/sprites/Sonic%20Sprites/unfolderd/Sonic%20index.htm
I don't agree. The mystical forest zone does have many individual sprites to be sure, but it doesn't have nearly as many accurate game-ripped sprites. Sonic Spriters Network has all of the actual character models from the games, frame by frame for every move.
:EDIT:
Excuse me while I stand corrected. I didn't realize you had to click on the character's picutre inside of the character's image. It's not exactly clear...
Yes, TMFZ is truly the best Sonic sprite site to date.
This is on TMFZ, also:
http://www.themysticalforestzone.com/sprites_2007_Damien/Update_Feb_03_07/Theme_SonicRivalCharterSheet.png
It was found on this page:
http://www.themysticalforestzone.com/New_sprites.htm
Okay, here's an update on the game I'm making:
I was going to do a typical up, down, left, right random-battle Japanese/FF style RPG, but realized that was too slow. So here's how I'm going to do it. In a flash of programming inspiration the other night I realized how to do sidescrolling! It's going to be a large, daunting, time consuming task, but I will accomplish it! However, this also provides me new options for the gameplay.
The game will feel like a fast sidescroller, but that's a slight deception. When running around freely only one character is visible, the lead character in the party, representing all of the party members. When fighting enemies, precision timing and jumping to hit the weak spot while dodging attacks isn't necessary, and would be much to hard, as your party expands out when engaging an enemy or group of enemies. All attacks are aimed and performed for you, you just have to select the attacks. Timing offensive attacks properly can also help defensively by dodging and enemy attack in the process. Attacks for the varying characters can be mapped to any keys on the keyboard of the player's choice. For example, Knuckles drill drive could be X while Sonic's homing attack might be H. It's all up to the player how they want to map things to make life easiest on them, and there are multiple mapping layouts. Target selection is changeable at the press of a number, as no more than 10 enemies will be fought at once. Attacks can also be selected through a pause menu if the fast and chaotic frenzy of fighting enemies en-masse while commanding up to 6 characters (much later in the game) gets too wild. Multiple attacks can be mapped to the same key, as well.
When a character receives damage, 50% of it is lost and 50% spews out randomly as rings, which any player character (and a few select bosses) can pick up by fortune to gain health. Certain items (magnet shield) and abilities (especially those of Tails and Sparky) can be used to gravitate rings towards players to increase their chances of picking them up.
There are two parallel storylines which interweave and merge and split again and so forth, but most of the time you'll be using characters in just one of the two storylines without intermixing, and for fairly good reason. Here's the two lines, a description, and few characters:
Team Sonic: Fast gameplay. Weaker enemies, but the characters involved also have a lower defense but very high speed. Many powerful abilities are available the require two characters to work together to use. Characters: Sonic, Tails, Knuckles, Rouge, Espio, Amy
Team SONIC-D: A little slower gameplay. Character's attacks are much more explosive and powerful and quite fun to watch. Characters tend to have higher defense and attack at the cost of lower speed and stronger enemies, though enemies are also fewer. Partner-like actions usually involve using an attack on a partner to take advantage of one of their unique characteristics or passive abilities. Characters: Kyson, Sparky, Bryan, Shadow, Silver, OmegaÂ
The game is divided up into Zones, each of which are re-playable later and have paths accessible to characters you didn't have available to the you the first time you played that zone in the story. Each zone supports 1-6 characters, at a time, and characters can be changed out at checkpoints. There are small, overworld-type "hub" maps for purchasing items and gathering random information from locals, but they factor very little into the game. Some of the personalities of the students at the high-school hub map can be highly ammusing to watch, though...
Next informational update on my "Sonic Fantasy" game: Chaos powers!
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