This is a fork of Marmito's Sonic code. It appears to be discontinued (last updated August 2022); looking at https://github.com/Techokami/SonicWorldsNext Sonic Worlds Next by Techokami instead may be more useful; it also has an in-progress Godot 4 branch.
The empty maps, frustratingly all-too-common "random encounter" battles and almost entire lack of Sonic styled music (compare this to SatAM RPG, which at least makes the effort to use versions of the cartoon's OST) mar what is otherwise a decent playing experience, I find.
That would be much appreciated. The Windows version works with WINE only for a few minutes before crashing out with an OpenAL error message.
Also, I use the mainline WINE branch and compatibility - so far - hasn't been too bad, though I've only stuck with 2D games as yet, other than for Sonic...
Well, looking at the code, I'm interested to see you're not using any of the existing kinematic/rigid body physics stuff. Just Area2D? What led you to that approach?
The "magic numbers" in the code need explaining, and sometimes the code uses radians, others degrees. Could be useful to...
Bring it to the Godot Discord.
Also: https://github.com/Sslaxx/Godot_Sonic_Engine - I dunno how much use this may be, if any of it (it never got anywhere near as close as you did, for a start), but there's HUD and checkpoint code that may be of use? Feel free to rip it out (or rip on it) at...
I wouldn't worry too much about accuracy, either. The "feel" of the game is more important. Does it feel fast? Controllable? Fun to play? These questions matter, not the exact pixels the player character needs to move to accelerate.
Show it on the Godot Discord server. Would be worth releasing the code, too. Is this using Marmito's Sonic Physics code at all?
I note that there are very few Sonic fangames using Godot. Sonic Relighted and Risemack's 2.5D demo are the only other things that come to mind. So yes, this is worth...
Physics is... not the easiest thing to replicate. Don't worry about the SPG, far too many people treat it as an absolute. More important that the game's fun to play, "accuracy" to the guide be damned.
I'll be interested to see how this progresses; if you can make a Linux build that'd be great...
Saw SAGE 2018 is up, and this was the first one I want to try.
Plays a lot like Sonic Advance 1 indeed! Noticed a few Genesis-era sound effects in there - honestly I'd love to see an modern style Sonic 1 (or a classic styled Sonic Advance 1) or replace all the music and sound with Mega...
As this is LOVE/Lua, any chance of a platform-independent .love file? Also, which version?
It would be, on the whole, to specify in the first post what you're using to make the engine with.
No Ian Flynn to back up their use (and can't argue continuity of publisher or license in any case), legal issues with Penders et. al. and other general confused ownership issues, hostility from certain parts of SEGA - if the old SatAM characters are allowed to be used in any capacity...
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