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 Post subject: Aero's Sonic Rapid Fire + ICU Platformer 2k3
PostPosted: Mon Feb 13, 2012 5:17 pm 
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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.


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 Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
PostPosted: Mon Feb 13, 2012 6:17 pm 
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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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 Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
PostPosted: Mon Feb 13, 2012 6:41 pm 
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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.


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 Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
PostPosted: Mon Feb 13, 2012 7:37 pm 
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I say you did a splendid job on this. Did you made the coding, or was it
from the thing Aero was merging things from?



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 Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
PostPosted: Mon Feb 13, 2012 7:42 pm 
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I made it myself, actually.


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 Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
PostPosted: Mon Feb 13, 2012 8:19 pm 
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I have to say you've earned the title of "2k3 King".



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 Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
PostPosted: Mon Feb 13, 2012 8:36 pm 
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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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 Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
PostPosted: Mon Feb 13, 2012 8:52 pm 
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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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 Post subject: Re: Aero's Sonic Rapid Fire + ICU Platformer 2k3
PostPosted: Mon Feb 13, 2012 10:01 pm 
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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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