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sonicphc

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#1 sonicphc
Member since 2005 • 7779 Posts
This is the topic to talk about fan games you've made, are making, know other people have made, or know other people are making.
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209745241664696408198013673166

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#2 209745241664696408198013673166
Member since 2006 • 10273 Posts

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.

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deactivated-60105f7608809

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#3 deactivated-60105f7608809
Member since 2006 • 4298 Posts
Fan Games? Well, I have Sonic Renegade as a comic, so I may turn that into a game.
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#4 209745241664696408198013673166
Member since 2006 • 10273 Posts
That'd be cool to see a comic turn into a game.
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sonicphc

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#5 sonicphc
Member since 2005 • 7779 Posts

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!

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209745241664696408198013673166

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#6 209745241664696408198013673166
Member since 2006 • 10273 Posts

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:
+-*/

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bigmouthkid

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#7 bigmouthkid
Member since 2006 • 3425 Posts
hmm i don't know how to create those games. but i have played a few of them like that ultimate flash sonic game. it was kinda fun but really a cheap rip off on sonic advance 2
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sonicphc

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#8 sonicphc
Member since 2005 • 7779 Posts
It's a matter of both patience and practice. Every now and then a moment of creating coding genuis comes to me and I get a bunch done in a day, and then I spend 3 days cluseless on where to go next.
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#9 209745241664696408198013673166
Member since 2006 • 10273 Posts
LOL! I know what you mean. Except I don't do much coding. I wouldn't know where to begin with using codes in Game Maker. I will need to know it if I want 3D stuff in my games, though.
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sonicphc

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#10 sonicphc
Member since 2005 • 7779 Posts

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.

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deactivated-60105f7608809

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#12 deactivated-60105f7608809
Member since 2006 • 4298 Posts
The whole comic has 5 long parts, so I'm going to make the whole game all 5 parts in one or make it into 5 CDs to play (Like FF7 and FF8 had). I might begin with the DS and the PC. Then the X360. After that, I would go for the Wii, though I don't know the controls I'm planning for: maybe the controls are along the lines of Legend of Zelda: Twilight Princess. I don't who I'm depending on to develop the game. I don't want Sonic Team to screw up my game, though a true Sonic game has to be from Sonic Team. Here are who I thought: Sega (I kinda trust them) Nintendo (I don't know if these guys will accept Sonic into their world) Sonic Team (Like I said, it wouldn't be a true Sonic game without Sonic Team) Square-Enix (Basically for the Good Graphics) Myself (Hello? Creator here! Without me, It wouldn't be good. I have artwork and the comic as a guidline. I would direct, because I don't want Sonic Team to screw up again.)
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sonicphc

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#13 sonicphc
Member since 2005 • 7779 Posts
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.
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#14 209745241664696408198013673166
Member since 2006 • 10273 Posts

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.

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]

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sonicphc

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#15 sonicphc
Member since 2005 • 7779 Posts
Yeah, that's sort of what I thought it might look like. It's already done the work of figuring out collision detection and motion and gravity for you and then you just have to give it parameters for its predefined subs/functions/properties/methods (4 names for virtually the same thing) IE: Making Speed = 10 tells it how often to run the code for moving the object. It's a nifty system and all, it just doesn't give me the versatility I need to do what I want with my game.
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#16 209745241664696408198013673166
Member since 2006 • 10273 Posts
Yes, Game Maker is too limited, but not as limited as most people think.
I'm not sure how to word this, but I want to make backgrounds have paralax or something like that.
Not a simple background like the Super Mario Bros has.
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sonicphc

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#17 sonicphc
Member since 2005 • 7779 Posts
So you want a background that moves with you, like in Sonic 2, 3, &K?
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209745241664696408198013673166

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#18 209745241664696408198013673166
Member since 2006 • 10273 Posts
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.
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deactivated-60105f7608809

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#19 deactivated-60105f7608809
Member since 2006 • 4298 Posts
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.sonicphc
I'll improvise....
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sonicphc

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#20 sonicphc
Member since 2005 • 7779 Posts
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.DoctorEggman
mmm. 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.
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#21 deactivated-60105f7608809
Member since 2006 • 4298 Posts
[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 if

It'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
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209745241664696408198013673166

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#22 209745241664696408198013673166
Member since 2006 • 10273 Posts
Well, you can see it when you quote me.
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#23 209745241664696408198013673166
Member since 2006 • 10273 Posts

[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.sonicphc
mmm. 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.

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sonicphc

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#24 sonicphc
Member since 2005 • 7779 Posts
I downloaded GameMaker and I'm looking in the "all built in variables" box and there's one here called "background_hspeed." I bet that one should do it.
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209745241664696408198013673166

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#25 209745241664696408198013673166
Member since 2006 • 10273 Posts
Yeah, but that one sets the motion for horizontally moving backgrounds which are constantly in motion. Like the clouds I use in SMAR.
Also vspeed is vertical. Still, you may be onto something with that. I found background_x and background_y which could be good. I'm gonna take another look at some examples here...
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sonicphc

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#26 sonicphc
Member since 2005 • 7779 Posts
Well, actually, when I think about it the way Sega pulls it off is they use more than one background. They've got the Backbackground which is something like a sunset in the distance and then a Fronbackground which is like the mountains which scroll fast than the sunset.
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#27 209745241664696408198013673166
Member since 2006 • 10273 Posts

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.

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#28 209745241664696408198013673166
Member since 2006 • 10273 Posts

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.

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deactivated-60105f7608809

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#29 deactivated-60105f7608809
Member since 2006 • 4298 Posts
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?
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Tails2000

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#30 Tails2000
Member since 2006 • 1977 Posts

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.

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#31 209745241664696408198013673166
Member since 2006 • 10273 Posts

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".

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#32 209745241664696408198013673166
Member since 2006 • 10273 Posts

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.

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SonicHomeboy

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#33 SonicHomeboy
Member since 2005 • 6779 Posts
I'd like to create a game of my own. I want to be a game designer/programmer.
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#34 209745241664696408198013673166
Member since 2006 • 10273 Posts
For beginners like me, you should start with Game Maker.
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SonicHomeboy

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#35 SonicHomeboy
Member since 2005 • 6779 Posts
Is there a website for that?
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sonicphc

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#36 sonicphc
Member since 2005 • 7779 Posts

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.

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#37 209745241664696408198013673166
Member since 2006 • 10273 Posts

Is there a website for that?SonicHomeboy

gamemaker.nl

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#38 209745241664696408198013673166
Member since 2006 • 10273 Posts

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
Yeah, I can imagine! What kinds of things does VB do, which Game Maker cannot do?
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#39 sonicphc
Member since 2005 • 7779 Posts

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.

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209745241664696408198013673166

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#40 209745241664696408198013673166
Member since 2006 • 10273 Posts

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"

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Platyphyllum

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#41 Platyphyllum
Member since 2005 • 8105 Posts
Is it possible for me to make some sort of Rouge platformer with GameMaker?
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sonicphc

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#42 sonicphc
Member since 2005 • 7779 Posts
You could make any platformer with it. Just find some rouge sprites. (try googling sonic spriters network, they have tons of them.)
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209745241664696408198013673166

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#43 209745241664696408198013673166
Member since 2006 • 10273 Posts

LOL! Spriters Network is a joke compared to this:

http://themysticalforestzone.com/Kajin/sprites/Sonic%20Sprites/unfolderd/Sonic%20index.htm

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sonicphc

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#44 sonicphc
Member since 2005 • 7779 Posts

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...

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209745241664696408198013673166

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#45 209745241664696408198013673166
Member since 2006 • 10273 Posts

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

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sonicphc

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#46 sonicphc
Member since 2005 • 7779 Posts
so many sprites... I'm using this site as the official sprite resource for my game!
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#47 209745241664696408198013673166
Member since 2006 • 10273 Posts
Everyone should. It's even got stage sprites and menu sprites.
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sonicphc

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#48 sonicphc
Member since 2005 • 7779 Posts

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, Omega 

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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209745241664696408198013673166

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#49 209745241664696408198013673166
Member since 2006 • 10273 Posts
Sounds really cool! Although there's no telling how long a game will take to make, can you possibly say how far you have gone through making the game?
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sonicphc

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#50 sonicphc
Member since 2005 • 7779 Posts
Still working on the game engine, which is the hardest part, but is the first real step.