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Author Topic: Sonic Ze: Robotnik Revenge (Paused!)  (Read 18018 times)

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Sonic Ze: Robotnik Revenge (Paused!)
« on: April 06, 2006, 09:07:52 pm »
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    Sonic Ze: Robotnik Revenge
    --------------------------------------------------------------
    THIS GAME IS ON HOLD DUE TO LACK OF INTEREST!

    Websites
    (Last updated: June 24, 2006)

    Official Website
    Screenshot Gallery

    Downloads
    (Last Updated: June 21, 2006)

    Soundtrack in ADX format


    Demos
    (Last Updated: July 20, 2006)

    Demo 4 is finally released:
    Main Download
    Mirror at Crimson Productions
    Mirror at 64 Digits

    Make sure you extract everything!

    Global Controls:
    1 - Speed Up Music
    2 - Slow Down Music
    5 - Goto Isolate Island Zone
    6 - Goto Dooms Day Zone

    Sonic Controls:
    Left/Right - Move
    Z - Jump
    Q/W - Move at top speed left/right
    Up/Down - Look Up/Down

    Super Sonic Controls:
    Left/Right/Up/Down - Move
    Z - Attack


    Story

    (Last Updated: June 24, 2006)
    After had beaten Dr. Robotnik in Sonic Ze, Sonic found out that it was, a fake! Robotnik must of escaped while Sonic was defeating the dummy Robotnik. Robotnik escaped to another part of Mobius Island and dumped enimies and traps into areas where peaceful life once lived. After doing that, Dr. Robotnik had built his base, the new and improved Death Egg, underground in Mineral Mine. Will Sonic be able to overcome all of these challanges and defeat Robotnik?


    Screenies
    (Last updated: July 20, 2006)


    Yey, a screenie of demo 4.

    -----------------------------------


    Yey, Puyo Puyo zone. Ok, I took all of this stuff from Puyo Puyo 4 (Dreamcast one), but I did have to make some custom stuff that goes behind the puyo. No background yet.


    Ignore the Misery Mansion sprites, those are just placeholders until I get the real sprites in.


    Todo List
    (Last Updated: July 2, 2006)

    Demo 4:

    Completed:
    • Added support to use winamp plugins
    • Sound effects now stored externally
    • Added a bunch of new options in config.ini, such as screen resolution, controls, etc...
    • Different music file types can be stored in different folders, for better visibility.
    • Getting speed shoes speeds up the music instead of playing a different piece, when not using a winamp plugin.
    • Officially supports the following music formats:
      • ADX (lossless, highest file size, never ending on ones that loop, same soundtrack as OGG, 165MB)
      • OGG (still very good quality, fade out at end of songs that loop,, same soundtrack as ADX, 135MB)
      • MIDI (lowest quality, lowest file size, no loop points, some songs different)
    • Re-ripped OGG music from ADX files. Now they are higher quality, better, and less work on my end!
    • Background disortion underwater

    • Many other changes

    Still gotta do:
    • Sonic can spindash, look up, look down, roll, do your homework, clean your room, make a 19 chain, provide oral s.... Well, I may have exaggurated a little.
    • Music disortion when underwater (Only when not using Winamp plugins)
    • Monitors, rings, other items
    • Sonic 3 sprites

    Soundtrack
    (Last Update: June 24, 2006)
    Current Sound track (numbers from Soundtest)

    01 - Isolate Island Act 1, from Emerald Coast SA
    02 - Isolate Island Act 2, from Emerald Coast 2 SA
    03 - Canopy Copse Act 1, from Azure Lake S3
    04 - Canopy Copse Act 2, from Balloon Park S3
    05 - Carnival Craze Act 1, from Carnival Night Act 1 S3
    06 - Carnival Craze Act 2, from Carnival Night Act 2 S3
    07 - Volcano Valley Act 1, from Volcano Valley Act 1 S3D
    08 - Volcano Valley Act 2, from Volcano Valley Act 2 S3D
    09 - Desert Dune Act 1, from Sandopolis Act 1, S&K
    10 - Desert Dune Act 2, from Sandopolis Act 2, S&K

    11 - Pyramid Pond Act 1, from Pyramid Cave SA2
    12 - Pyramid Pond Act 2, from Hidden Base SA2
    13 - Frosty Fletch Act 1, from Icecap Act 1 S3
    14 - Frosty Fletch Act 2, from Icecap Act 2 S3
    15 - Battery Basile Act 1, from Flying Battery Act 1 S&K
    16 - Battery Basile Act 2, from Flying Battery Act 2 S&K
    17 - Puyo Puyo Act 1, from various battles, Puyo Pop Fever
    18 - Puyo Puyo Act 2, from battle with Popoi, Puyo Pop Fever
    19 - Marble Madness Act 1, from Marble S1
    20 - Marble Madness Act 2, from Endless Mine S3

    21 - Sky Sanctuary Act 1, from Sky Sanctuary S&K
    22 - Windy Valley 3, from SA
    23 - Engraved Egg Act 1, from Panic Puppet Act 1 S3D
    24 - Engraved Egg Act 2, from Panic Puppet Act 2 S3D
    25 - Misery Mansion Act 1, from Mystic Mansion SH
    26 - Misery Mansion Act 2, from Mystic Mansion Upside Down SH
    27 - Computer Chip Act 1, from ?? Shadow the Hedgehog
    28 - Computer Chip Act 2, from ?? Shadow the Hedgehog

    29 - Hidden Hideout Act 1, from Giant Wing StF
    30 - Hidden Hideout Act 2, from Death Egg's Eye StF

    31 - Mineral Mine Act 1 w/ all time stones, from Cannon's Core Tails & Eggman SA2
    32 - Mineral Mine Act 2 w/ all time stones, from Cannon's Core Sonic SA2
    33 - Mineral Mine Act 1, from Final Rush SA2
    34 - Mineral Mine Act 2, from Final Chase SA2
    35 - Dooms Day, from Battle with  Strange Klug, Puyo Puyo Fever 2
    36 - Mini Boss #1, from Miniboss S&K
    37 - Mini Boss #2, from Sonic 1 Boss
    38 - Mini Boss #3, from Sonic 2 Boss
    39 - Boss, from Sonic 3 Boss
    40 - Mineral Mine Boss, from Sonic 3 Final Boss

    41 - Cutscene, from Cutscene S&K
    42 - Fianl Cutscene, from Intro with Strange Klug, Puyo Puyo Fever 2
    43 - Special Stage, from Casino type Bonus Stage S&K
    44 - Invincibility, from Sonic 1 Invincibility
    45 - Speed Shoes, from Sonic CD BETA 510 Speed shoes (Only in Winamp soundtracks!)
    46 - Title, from S&K Title
    47 - Credits, from Endless Fever Puyo Puyo Fever 2
    48 - Menu, from File Select Sonic 3
    49 - Drown, from Sonic 3 drown
    50 - Act Clear, from Sonic 3 Act Clear

    51 - Game Over, from Sonic 3 Game Over
    52 - One Up, from One Up S&K
    53 - Get Emerald, from Sonic 3 get emerald
    54 - All Emeralds, from Sonic 3 all emeralds
    55 - Continue, from Sonic 3 Continue[/list][/list]
    « Last Edit: September 20, 2006, 08:21:41 pm by Yoshi »
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    • Puyo Nexus

    Drew

    Re: Sonic Ze: Robotnik Revenge
    « Reply #1 on: April 06, 2006, 11:41:34 pm »
    Er... is this the one you posted on DSR a very long time ago that I tried out?
    I hope you fix the framerate, it'd make the game way better ;)
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    Re: Sonic Ze: Robotnik Revenge
    « Reply #2 on: April 07, 2006, 12:00:16 am »
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    Er... is this the one you posted on DSR a very long time ago that I tried out?
    I hope you fix the framerate, it'd make the game way better ;)

    Yeah, I believe it is the one on DSR. And I would like to fix that, I think Sonic has too much coding.
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    • Puyo Nexus
    Re: Sonic Ze: Robotnik Revenge
    « Reply #3 on: April 07, 2006, 02:26:26 am »
    • The Broken King
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    Oh man, are you joking? Sonic ZE? That made my day. Haha. Man. I remember the ORIGINAL.

    This has definitely improved past those days though. The movement is much nicer in this one (although there seems to be an issue when you can no longer finish going up a loop, it doesn't seem to move rihgt...). This looks very nice. Are you going to be adding dashing/the shield attacks? It's great that you're still working on this Yoshi ~_~
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    • Broken Kings [Temp Site]
    Re: Sonic Ze: Robotnik Revenge
    « Reply #4 on: April 07, 2006, 07:45:50 am »
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    Ah, reposted. Very good. You know, I redownloaded SZE (MP3 Version) and played it. I wish you'd complete Soniz Ze DX, because ZE would be better if it was faster and loops :)
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    the a o d c
    Re: Sonic Ze: Robotnik Revenge
    « Reply #5 on: April 08, 2006, 07:05:05 pm »
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    Oh man, are you joking? Sonic ZE? That made my day. Haha. Man. I remember the ORIGINAL.

    This has definitely improved past those days though. The movement is much nicer in this one (although there seems to be an issue when you can no longer finish going up a loop, it doesn't seem to move rihgt...). This looks very nice. Are you going to be adding dashing/the shield attacks? It's great that you're still working on this Yoshi ~_~

    You can thank Damizean for that nice smooth movement. And I know about that loop issue, even though it was just a test zone, I fixed it a while ago. And I don't think I am going to have dashing/shield attacks.

    Ah, reposted. Very good. You know, I redownloaded SZE (MP3 Version) and played it. I wish you'd complete Soniz Ze DX, because ZE would be better if it was faster and loops :)

    I don't plan on finishing Sonic Ze DX, but maybe I might in the future. But, the OGG music should sound 100x better than the MP3 (which is actually WMA) music, at a much larger file size though.


    But, I think that something is a little wrong with the framerate, because when I deleted Sonic from the room, and the game uses instance deactivation, there were very little objects visible, and I only got about 10 FPS on my laptop (around 55-60 on my desktop however).

    Oh, thanks everybody.
    « Last Edit: April 08, 2006, 07:07:10 pm by Yoshi »
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    • Puyo Nexus

    shadow_caliber

    Re: Sonic Ze: Robotnik Revenge
    « Reply #6 on: April 08, 2006, 08:07:16 pm »
    This looks awsome I hope theres gonna be a new demo soon =D
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    Re: Sonic Ze: Robotnik Revenge
    « Reply #7 on: April 09, 2006, 03:50:46 pm »
    • I almost has over 9000 everything!
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    Whoo, finished the configuration program. I got the design done, I just have to make it in GameMaker using GMWW (I can't program in C++).





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    • Puyo Nexus

    xxbloodlustxx

    Re: Sonic Ze: Robotnik Revenge
    « Reply #8 on: April 09, 2006, 09:42:58 pm »
    I played the demo, and WOW!! It definately has the feel of an old sonic game :) yep, I remember playing sonic back in the day. this is awsome. keep up the good work.
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    Re: Sonic Ze: Robotnik Revenge
    « Reply #9 on: April 10, 2006, 06:38:08 am »
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    Yoshi, GM is a good and easy approach - it looks so Win32-ish :D
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    the a o d c
    Re: Sonic Ze: Robotnik Revenge
    « Reply #10 on: April 10, 2006, 11:51:30 pm »
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    Yoshi, GM is a good and easy approach - it looks so Win32-ish :D

    I hope it will stay like that too, since I had to make some minor adjustments to make it look good with GM and GMWW. Here is one page that was made in GM, and should stay the way it is:


    (Just to note, my mouse was over the "Music" section, that's why the status bar says that.)

    Also, it should be done by the next demo, so everyone can easily use a gamepad, have custom controls, use a different resolution, that stuff, and test for bugs and spelling errors.
    « Last Edit: April 10, 2006, 11:54:44 pm by Yoshi »
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    • Puyo Nexus
    Re: Sonic Ze: Robotnik Revenge
    « Reply #11 on: April 11, 2006, 02:38:57 pm »
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    Yay I remeber this one and a few days ago I became a Sonic Fan.
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    Re: Sonic Ze: Robotnik Revenge
    « Reply #12 on: April 11, 2006, 08:29:36 pm »
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    Wee, I finished the controls tab, and I think it does look a little easier to use than the original design:


    The controller choices show only the amount of buttons your controller has, and since I had my XB360 controller plugged in, I could use 10 different buttons.
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    • Puyo Nexus
    Re: Sonic Ze: Robotnik Revenge
    « Reply #13 on: April 12, 2006, 08:30:15 am »
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    Nice new layout! :D
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    the a o d c
    Re: Sonic Ze: Robotnik Revenge
    « Reply #14 on: April 12, 2006, 01:57:36 pm »
    • Master Of Disaster
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    Wow, this is awesome! Great work dude ^_^
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    .TakaM was here
    • Lumeuni
    Re: Sonic Ze: Robotnik Revenge
    « Reply #15 on: April 14, 2006, 11:18:45 am »
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    Whoa, link moves like a machine gun. Nice trailer, but nothing "OMG AMAZING", if you know what i mean.
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    the a o d c
    Re: Sonic Ze: Robotnik Revenge
    « Reply #16 on: April 14, 2006, 12:49:02 pm »
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    uhhh I think you posted that ^ in the wrong topic. :P
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    Re: Sonic Ze: Robotnik Revenge
    « Reply #17 on: April 15, 2006, 02:34:54 am »
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    Well, I did some more internal coding on the game, like putting the level names in a script (originally, 3 different objects contained the level names, now I can use a for loop).

    Ok, first, I think I might modify and use one of Damizean's tutorials from his Pack of Stuff, because it supports spindash natively (and it defently alot better than the code I am using). So hopefully, the game might run a bit faster (because the game slows down to about 48 FPS when having speed shoes and going through a loop). And also, I've decided I'm going to use particles instead of the sprites for his spindashing and skidding dust, so I think that effect will look good for now.

    And next, the configuration, I am pretty much done, but there is is tiny bug that causes the program to stop responding when you save (I narrowed it down to ther functions that get the data from an textbox), but other than that, it functions perfectly and is able to load/save.

    And lastly, I think I will let people make the graphics for the levels, as I want to try to have the levels have a fresh and custom look, so in the future I will announce plans for that.

    Whoo, that was alot to say.
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    • Puyo Nexus
    Re: Sonic Ze: Robotnik Revenge
    « Reply #18 on: April 15, 2006, 03:18:05 am »
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    Whoa, link moves like a machine gun. Nice trailer, but nothing "OMG AMAZING", if you know what i mean.

    Why the hell did it post here...?

    My bad.

    Anyway, Yoshi maybe the Stop Responding is a GMWW glitch, try reporting it to the creator. As for custom graphics, alogn with particles - excellent move.
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    the a o d c
    Re: Sonic Ze: Robotnik Revenge
    « Reply #19 on: April 15, 2006, 03:28:57 am »
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    Whoa, link moves like a machine gun. Nice trailer, but nothing "OMG AMAZING", if you know what i mean.

    Why the hell did it post here...?

    My bad.

    Anyway, Yoshi maybe the Stop Responding is a GMWW glitch, try reporting it to the creator. As for custom graphics, alogn with particles - excellent move.

    Don't worry, I left a message in the topic (It's GMWW, if you care to know).


    EDIT: I pretty much fixed all the things in the engine from Damizean's pack of stuff, so spindashing and looking down (I have to put in up) will be better, and hopefully the new engine runes better too. One thing though, I slowed Sonic's speed down a little, but I will see how it is in the game if it works well. Also, I figured out a way to eliminate the need of those 45 images of the lines mask for Sonic, allowing it to use image_angle have have 360 images (really one image, but its the effect of 360 images with image_angle).

    So, i'll start porting it in soon.
    « Last Edit: April 15, 2006, 10:59:59 pm by Yoshi »
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    • Puyo Nexus
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