ChubbaBubba
...
updated 7 years ago
drive.google.com/file/d/1dJA3JUw9MzL7bRzfW5c2Whd7n9GC_Vr_/view?usp=sharing
Sonic Adventure Blast is a fan game that aims to capture the feeling of movement in Sonic Adventure and Sonic Adventure 2, while making various changes and additions to make it feel new and unique.
The engine is written from the ground up in C++, using OpenGL to render. The entire project is open source, and is hosted on github:
github.com/TurtleMan64/Sonic3DGamev3
There are 22 different levels (plus a boss fight), with a total of 60 different missions to collect A ranks. There are also hidden NPC's hidden throughout the levels to collect. You can unlock different skins to play as by finding these hidden NPC's and getting A ranks.
A large amount of levels are from Sonic Adventure and Sonic Adventure 2, but there are also plenty of levels from other games as well. Delfino Plaza and Noki Bay have been made into treasure hunting levels, where Knuckles searches for randomized emerald pieces. In Kingdom Valley, you play as Tails, who can use his fly ability to reach the many cliff ledges and structures in the level.
There are four different types of missions - Normal Mode, Ring Attack, Lost Chao, and Hard Mode. Ring Attack has you collect a certain amount of rings, which vary per level. In Lost Chao, you have to search for a chao hidden somewhere in the level. Hard Mode is for treasure hunting levels, and the pieces are not randomized, but you don't have a radar, so look closely!
There is also an Arcade mode, where you play through all of the levels in order, starting with only four extra lives. Once you finish the last level, you fight the Boss. If you game over, you must restart from the beginning, so be very careful!
Keyboard Controls:
WASD to control sonic + menu
Spacebar to jump + accept on menu
Ctrl/Shift to spindash
Ctrl to bounce
Shift to dropdash
Q to stomp
F to light dash
Tab to grab/release mouse
Enter to pause/unpause
0/9 to change time of day
You can change the game resolution and fullscreen mode in the DisplaySettings.ini located in the Settings folder.
Troubleshooting FAQ:
When I launch the game, it gives me the error "The program can't start because MSVCP140.dll is missing from your computer"
You will need to install Microsoft C++ Redistributable, which you can find the 32 bit version here:
https://aka.ms/vs/15/release/vc_redist.x86.exe
My camera is spinning! Sonic's controls are inverted! What do?
Your controller will need to be configured. Go into the Settings folder and edit ControllerConfig.ini - this is the file that the game reads to map controller buttons/axis. You will also see some other example controller config files for some popular controllers. You can copy+paste the contents from whichever file you want into ControllerConfig.ini. So for example, if you use a Logitech F310 controller, copy the contents of ControllerConfigLogitechF310.ini and paste that into ControllerConfig.ini.
The game is running way too fast!
This is a common issue for 144 Hz monitors. This game is designed to run at 60 Hz, so you will need to put your monitor in 60 Hz mode.
The game is lagging! It's unplayable this slow...
There are a couple of graphics settings you can turn down to really improve performance. Open up to Settings/GraphicsSettings.ini, and turn down some of the high impact settings. Render_Bloom, HQ_Water, and Render_Shadows are all good ones to disable to see if they help the game not lag.
Want to try speedrunning levels? There is a page on src to upload and compare your best times with others:
speedrun.com/sab
SAGE Booth:
sonicfangameshq.com/forums/showcase/sonic-adventure-blast.191
An update to my previous video "Classic Sonic in Emerald Coast". Many new additions have been made to the game, including a new movement system that is similar to the Adventure games.
Download: drive.google.com/file/d/0B5A1DZIwHswVMHlySmtNX2Y4SlE/view?usp=sharing
More levels (10 total), and 4 playable characters.
Keyboard Controls:
WASD to control sonic + menu
Spacebar to jump + accept on menu
C/F to spindash
C to bounce
F to stomp
X to light dash
Tab to grab/release mouse
Enter to pause/unpause
Backspace to go back on the menu
0/9 to change time of day
1/2 to change FOV
A controller is highly recommended to play this game. Your controller can be configured using the ControllerConfigUtil.jar located in the Data folder.
You can also change the game resolution and fullscreen mode in the DisplaySettings.ini located in the Data folder.
Level list:
Emerald Coast
Speed Highway
Green Hill Zone
Wuhu Island
Peach's Castle
Sand Hill
Koopa Beach
Outset Island
Weapons Bed
Metal Harbor
How to unlock Sonic Doll:
Beat Emerald Coast with 200 or more rings in under 1 minute 30 seconds
How to unlock Mecha Sonic:
Beat Green Hill Zone in under 40 seconds
How to unlock Dage4 Aquatic:
Beat Metal Harbor in under 1 minute 30 seconds
Want to try speedrunning levels? There is a page on src to upload and compare your best times with others: speedrun.com/s3dg2
Sonic low poly model made by "Doc Melonhead" on Models Resource : models-resource.com/custom_edited/sonicthehedgehogcustoms/model/1260
I spent WAY too much time on this.
The shrine normally opens up the portal that takes you to the lost chao, but I changed properties of the shrine so that the 10 ring capsule appears.
For clarification, the 10 ring capsule is always there normally without changing the gama data, it just doesn't have a shrine that makes it appear. I have only changed properties of the shrine. More specifically, the X Rotation value of the shrine was changed to match the X Rotation value of the capsule.
New physics inspired by the Genesis games allow for running on walls and around loops. The spin dash works more like the 3D spin dashes do, but not exactly. All momentum is conserved when jumping/landing so you can build up speed with good movement.
None of these loops are "scripted"
Still much more to do like adding more items, but that will come later.
Here's a link to the download: drive.google.com/file/d/0B5A1DZIwHswVNkRHWTVyaERMc1E/view
Controls: Press tab to grab/release the mouse, scroll to zoom the camera. Spacebar jumps, and C is for spindash. For joystick you use the d-pad to zoom the camera.
Sub 5! the run Kreygasm -- Watch live at twitch.tv/jellyfishswimmer
Added a lot of new movements for the player, like wall-kicks and dive/rollouts. There is a day/night cycle that is shown in the Peach Beach map.
Special thanks to Thin Matrix for his tutorial on how to set up and get LWJGL working. If you have trouble I recommend watching his tutorial series.
Made in Game Maker 8.1. Textures are from Super Mario 64. Music is Super Mario 64 (Main Theme).
http://sandbox.yoyogames.com/games/195633-turn-based-rpg-demo-4
I went back to the RPG that I made awhile back, and decided to fix it up. I added descriptions to the pause screen, and changed how battle look. Also, when you level up, you learn new moves.
http://sandbox.yoyogames.com/games/190176-3d-slopes-platform-engine
this is what ive been working on. its alot smoother in real life.
http://sandbox.yoyogames.com/games/195633-turn-based-rpg-demo-4
YAAAA!!!finaly! I searched for a long time for a rpg engine on game maker, but all i found was not turn based ones. so, i finaly made a successful one! if you want me to make a download for it, leave a comment or something.
Programs used
-Game Maker 7 lite
-HyperCam2
Programs used-Game Maker 7 lite, HyperCam2
download the example!
http://www.yoyogames.com/games/113585-platformshooter_example1_equip
Programs used-Game Maker 8 Pro, HyperCam2.
who know how to do very basic stuff on game maker. I`m using game maker 8 pro, but you do not need it. I don`t know how to do grid movement in code, so this tutorial is made with drag and drop.
If anybody will tell me what the variable is for grid in game maker, i will make another video using code.
Programs used-Game Maker 8 Pro, HyperCam2.
but you do not need it. I use the platform game from my platform tutorial as
an engine. For people who aren`t new at game maker.
EDIT-in the player collision with the wall, put this-
move_contact_solid(direction,12)
if place_meeting(x,y+12,object2)
or place_meeting(x,y-12,object2)
vspeed = 0
if place_meeting(x+12,y,object2)
or place_meeting(x-12,y,object2)
hspeed = 0
in the step event, add this to the bottom-
if keyboard_check_pressed(ord("Z"))
and place_meeting(x,y+1,object2)
{
vspeed = -10
}
Programs used-Game Maker 8 Pro, HyperCam2.
For beginners.
EDIT-in the player collision with the wall, put this-
move_contact_solid(direction,12)
if place_meeting(x,y+12,object2)
or place_meeting(x,y-12,object2)
vspeed = 0
if place_meeting(x+12,y,object2)
or place_meeting(x-12,y,object2)
hspeed = 0
in the step event, add this to the bottom-
if keyboard_check_pressed(ord("Z"))
and place_meeting(x,y+1,object2)
{
vspeed = -10
}
Programs Used-Game Maker 8 Pro, HyperCam2.
Programs Used-Game Maker 8 Pro, HyperCam2.
link to font-(gm8)
http://www.yoyogames.com/games/113379-coustom-font-example
link to font-(gm7)
http://www.yoyogames.com/games/123328-custom-font-example-for-gm7
Difficulty level-Easy.
Must be able to draw still images to use this tutorial.
Programs used- GameMaker8Pro,HyperCam2