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Post subject: Aero's Sonic Rapid Fire + ICU Platformer 2k3
Posted: Mon Feb 13, 2012 5:17 pm
Senior Member
Joined: Sun Nov 01, 2009 7:38 pm Posts: 4321
This is the engine I'm working on for Aero's game, Sonic Rapid Fire. As it is now, it's only for use in his game SRF, and it's up to him whether or not the engine will be for use for anyone else.
This thread is just for engine features and details, and not discussion for Sonic Rapid Fire
Current Version: 0.6 Changelog
Spoiler:
Version 0.6 -Fixed Jump variability -Fixed Rapid Burst Spam. Now has 0.3 second cooldown
Version 0.5 -Base Version
Details of the Engine -Supports custom animation engine (pictures) -Gravity -Jumping, hold Jump Button to jump higher. -Basic enemies/obstacles -Hit Detection
Unique features of Engine only in SRF -Rings, Springs, and boosts -Rapid Burst - Allows Sonic to attack his enemies. Doing a Rapid Burst keeps sonic going forward with his momentum, but can change directions if he's in the air. He can do it in the air to attack airborn enemies as well. -Burst Jump - Jump right after doing a Rapid Burst to perform. Sonic will jump higher and farther when you do this.
Version 0.5 Video
This video is unlisted, since this is Aero's game.
Aero
Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
Posted: Mon Feb 13, 2012 6:17 pm
Senior Member
Joined: Sun Dec 27, 2009 6:34 pm Posts: 1569 Location: Location
Impressive. I can't exactly criticize it (since I would look stupid as I obviously can't make that) but I can give some ideas to the engine. - The gravity seems a little, well, forced. I think making it more fluid would be nice.
Oh, and by "ideas," I meant one. Good job though! I think it's wonderful. Was this hard to make?
Seriously, this is amazing. It's like coding genius or something. Have I ever said how amazing this is? I'm gonna stop talking now.
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Spoiler:
U Division
Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
Posted: Mon Feb 13, 2012 6:41 pm
Senior Member
Joined: Sun Nov 01, 2009 7:38 pm Posts: 4321
Thanks for the feedback. I know what you mean by the forced gravity. There's not delay between Rising and Falling in the jump. In real life, you're velocity reaches 0 at the apex of your jump, so you're actually slow down. I've fixed this (at least a little) in the latest version so your jump "stalls" a little at it's apex. It feels a little more natural and adds a little distance to the short hop.
MarioSuperStar
Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
Posted: Mon Feb 13, 2012 8:36 pm
Senior Member
Joined: Mon Aug 09, 2010 6:21 pm Posts: 740
Very nice, the engine looks like the sonic pocket adventure or whatever the german sonic rpgmaker game was called, but that just makes it more awesome that you can use sonic battle animations that are continuous.
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Aero
Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
Posted: Mon Feb 13, 2012 8:52 pm
Senior Member
Joined: Sun Dec 27, 2009 6:34 pm Posts: 1569 Location: Location
Kosanami wrote:
Very nice, the engine looks like the sonic pocket adventure or whatever the german sonic rpgmaker game was called, but that just makes it more awesome that you can use sonic battle animations that are continuous.
Sonic Short Adventure or something.
Plus, we have the "super roll into ball" feature that was like "BLAST PROCESSING" in the Genesis days.
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Spoiler:
U Division
Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
Posted: Mon Feb 13, 2012 10:01 pm
Senior Member
Joined: Sun Nov 01, 2009 7:38 pm Posts: 4321
Kosanami wrote:
Very nice, the engine looks like the sonic pocket adventure or whatever the german sonic rpgmaker game was called, but that just makes it more awesome that you can use sonic battle animations that are continuous.
Actually, we're using Pictures to get that continuous feel.
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