[Live Demo available!] Motorbug Engine - HTML5-based sonic fan engine! (WIP)

Coderman64

Mostly Harmless
Oct 2, 2019
8
1
13
coderman64.github.io
3977
This is a 360° ("sonic-style") platformer engine completely written in JavaScript and HTML5 allowing you to develop this style of platforming games for the Open Web.

Live Demo at: https://coderman64.github.io/motobug-engine/

features
  • 360° Genesis-style Sonic physics.
  • Sound effects and music via HTML5 audio
  • Controller support (through the JS Gamepad API) (beta)
  • touch controls support (beta)
  • full debug interface (press i)
    • Press L to change the level
    • hold v and use arrow keys to view around the level
    • change character by pressing p (works outside of debug mode)
    • slow down the game a bit by holding c
How is this different from other "sonic-style" engines?

a number of different engines exist that do quite similar things to Motorbug. The most notable of these (off the top of my head) is the Sonic Worlds engine. This is a quite fully-featured and well-tested engine and is much better than Motorbug in most cases. However, to fully utilize this engine, you need to install Multimedia Fusion 2 (MMF2), which is commercial software.

Motorbug, while quite a bit more buggy than Sonic Worlds, depends only on the open HTML5 & JavaScript standards, which means it can be played in any modern browser (including your phone).

This means that this may be the only mobile-compatible sonic fan engine out there (to my knowledge).

There are also some other implementations of sonic physics written in JS (like this)
Screenshots
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Where can I learn more?
More info and source code are available here: https://github.com/coderman64/motobug-engine/

NOTE:
This is a project that I have developed thus far in my free time, and may not receive any support in the future.
Also, many assets (some sound effects, tiles, sprites, etc.) were made by me, and you can use them in your own fan games under the CC-BY-SA license.
There were also many assets used from various other fan projects, as well as official games by SEGA. I do not claim to own these assets, and you should seek the original creators for more info.
 

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Electro

Marble Zone
Oct 8, 2019
2
0
6
28
A few problems:
Spindashing feels weird.
You can pause in title card introduction.
Drop dash doesn't sometimes.
Also the drop dash feels like an mini homing attack.
 

Coderman64

Mostly Harmless
Oct 2, 2019
8
1
13
coderman64.github.io
A few problems:
Spindashing feels weird.
You can pause in title card introduction.
Drop dash doesn't sometimes.
Also the drop dash feels like an mini homing attack.
Thanks for the feedback!
The title card pausing issue can be fixed easily, though I have a few questions about the other things:
- Maybe I'm too used to it, but what do you mean by the spindash feeling "weird?"
- The drop dash needs a little time to charge before hitting the ground (just like in mania). Is this what you are referring to? Any ideas on how to make this more obvious, without shoving it in the player's face?
- If you used Shadow, he actually does have a homing attack. Is this what you are talking about? If it is just a critique of the move itself, it is something I lifted from Mania.

I know I might sound picky, but the more specific we can get, the better I can diagnose the problems.
 

Electro

Marble Zone
Oct 8, 2019
2
0
6
28
Thanks for the feedback!
The title card pausing issue can be fixed easily, though I have a few questions about the other things:
- Maybe I'm too used to it, but what do you mean by the spindash feeling "weird?"
- The drop dash needs a little time to charge before hitting the ground (just like in mania). Is this what you are referring to? Any ideas on how to make this more obvious, without shoving it in the player's face?
- If you used Shadow, he actually does have a homing attack. Is this what you are talking about? If it is just a critique of the move itself, it is something I lifted from Mania.

I know I might sound picky, but the more specific we can get, the better I can diagnose the problems.
"The drop dash needs a little time to charge before hitting the ground (just like in mania). Is this what you are referring to? Any ideas on how to make this more obvious, without shoving it in the player's face?"
Yep.
 

Coderman64

Mostly Harmless
Oct 2, 2019
8
1
13
coderman64.github.io
"The drop dash needs a little time to charge before hitting the ground (just like in mania). Is this what you are referring to? Any ideas on how to make this more obvious, without shoving it in the player's face?"
Yep.
Hello again! Fixed the title card issue, and halved the time for the drop dash. Does that help?
 

Coderman64

Mostly Harmless
Oct 2, 2019
8
1
13
coderman64.github.io
UPDATE!

After some work and performance upgrades, I decided it was about time to add some eye-candy.

So, I added an experimental motion blur/after-image mode. To toggle it on, press <i> to enter debug mode, then <m> to enable motion blur. When enabled, you'll get afterimages if your character's speed equals or exceeds the maximum speed they can reach under their own power. (AKA when Sonic goes into his leg-spinning animation).

Tell me what you think! (If I get good feedback, I might enable it by default).

Here are some screenshots with all three characters:
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