1

(0 replies, posted in Off-topic)

Title is self-explanatory, I'm just checking in for updates to the code and data. I got a job at Homegoods working in the back. I'm going to start making some levels for the "Timeshock!" Quest. And I also need a complete rewrite of the story, I seriously don't want to end up ripping off Sonic CD. But at the same time, I want the players familiar with the concept of time travel to remember the Sega CD title.

I don't want to take away elements from Genesis Sonic games, rather improve them.

We also need to consider implementing stunt objects and stunt bricks. Like S-tubes, and helix pipes, and cannons. As well as an option to create new characters rather than replace existing ones. We need to soften up what is currently hard-coded, to enable customization.

Tall order, it is. But, remember what inspired this title? Sonic! So we need to keep the Sonic feel, even if Sonic can't be used.

Any suggestions, comments, concerns?

2

(64 replies, posted in General)

Like I said, I'm hoping by the time I graduate in May of 2013, provided the Mayans in the afterlife update their calendar before December 21st (I still don't think it means the end of the world, just the end of one chapter in civilization, following cultural revolution), we will have all the engine functions and features needed for more Sonic CD-esque levels. I'd like these engine components and updates in before the 2013 public release:

  • Layout flags to change the levels layout in terms of bg, brickset and layout for seperate time periods

  • Support for animated backgrounds (in case that has not been done before).

  • Implementation and guide for a new level file format with the option to enable or disable time travel.

I'm not saying start on this right away, rather finish 0.2.0, then worry about simplified time travel for the next public build.

3

(64 replies, posted in General)

As for the Timeshock DLC, Progress is slow-going, on the account that I have my sophomore year to deal with at Holmes Community College. I'm in a Drafting and Design Technology major, might work on this on the side more, after I graduate with an Associate of Science in Applied Science and get a job at Nissan. Until then, I hope the engine gets some upgrades to accomodate quests involving time travel.

4

(3 replies, posted in Game assets)

If I were to do Bricksets, the first thing I'd do is make some interchangeable blocks (16x16 pieces made up of 8x8 tiles). Since this game is not tethered by limitations of Megadrive hardware, be free to make as many tiles and blocks as you want.

Now, you don't have to make bricks in 265x256 or 128x128 chunks rather make the chunks and define the bricks as portions of them. Back when I did Sonic ROM Hacking, that was the convention we had to go by to make the level art and layouts. The goal was to make a Sonic-esque platformer, regardless of time frame. Well, Sonic Team, back in the days of the Megadrive/Genesis, when you think for moment had a very organized system of storing the visual data, AKA the Nemesis Compression standard. It kept the level art consistent in multiples of 8. Perhaps this article from Sega Retro will better explain the system: http://segaretro.org/Nemesis_compression

The point is the "multiples of eight" rule works in game development theory and practice, if dealing with a game in two dimensions. Why not make a test out of that rule? A test that asks you, what can you build out of preset blocks?

By the way S32X, I totally agree on the suggestion. We should have the RBE v2 have the option to export a collision mask to go along with the bricks, so it can be edited. I think the Collision Mask System supersedes the preset behavior system, due to the fact that there will be spikey grass in certain bricksets, among other problems.

5

(3 replies, posted in Game assets)

http://fc07.deviantart.net/fs70/f/2012/241/7/f/open_surge_collision_mask_toolkit_by_n1k0l4z-d5cu5lr.png

This is the Collision Mask Toolkit, to use with your complex or jagged-looking bricks. These are the solids used by the genesis-era Sonic games Ripped and tweaked to put together as 16x16 pieces.

Because of this, I recommend setting your graphics editor's grid to 16x16 pixels without offset.

Enjoy this tool, use it wisely.

6

(3 replies, posted in Off-topic)

http://www.link.cs.cmu.edu/melody-generator/

What is this? I came across this in an attempt to find better ways to make original compositions for my levels. It creates a randomly generated melody in the form of a MIDI file. It's a piano patch by default, but maybe it will go better towards creating brass sections and tenor sax solos. By towards, I mean having to mod the midi to better accomodate the tempo.

Anyways if you need help making music, I highly recommend using this if you are still learning how to make music in the style of Naofumi Hataya, Masato Nakamura, and the other composers of Genesis-era Sonic.

Play with the parameters, keep them in the legal ranges. Just try it!

7

(13 replies, posted in General)

SurgeChris wrote:
SamplingMasters_Nix wrote:

Sharp the wolf

Sharp's a porcupine...

I fixed that. And yes there is gonna be a Metal Surge, and transitional acts.

I think once we nail down all the core technologies this engine has to offer, the Engine might have enough coding features to make sequel possible. In a word, wait until the main story is finished.

jobromedia, have you done any studies on Naofumi Hataya? I'd do the music for Timeshock, but I need some fresh melodies, and beats. I want the OST to capture the essence of Hataya, how he recycles the melodies in every time period.

I just pinged an idea! jobro, can you post midis of melodies that are original? I'll be glad to use them in the levels. It's like this, you provide the melodies, I'll take over from there. I promise not to tamper with them, without your permission.

By the way, I use Cakewalk Music Creator 6 for my music. I export the audio by the track, and use Vegas Pro to put the riffs together.

And if the melodies sound slightly similar, I still think it's original, if we were planning on making a remixed Sonic CD OST. But I still would like completely original melodic sequences. I'll even come up with some of my own to share.

8

(12 replies, posted in Off-topic)

Mine is "archmcshane" (without quotes).

Dang! It's about time someone bumped this!

9

(13 replies, posted in General)

I'm sorry for bumping this, but I did some concept art for Weld the Dragon. It's one drawing, but that's because I was rushing to get this across:
https://d.facdn.net/art/then1k0l4z/1345826792.then1k0l4z_weld_concept.png

I'd say this character is possible to sprite. Although, the rolling jump animation might be a problem, and I forget why, something about the spikes on his lower cheekbone, maybe?

10

(13 replies, posted in General)

Well, how about a change in not just name, but in lineup? I think instead of the alliterations, we name it like so:
Placid Rock Zone (lakeside deciduous forest)
Molten Lava Zone (volcanic network)
Stone Coral Zone (underwater cavern)
Malachite Plant Zone (mineral processing plant)
Insane Forge Zone (bizzare construction site)
Nighttime Raceway Zone (race track)
Heavy Machinery Zone (robot factory)

That's pretty much it for level name/theme changes. What we could add to it is transitional acts. After the boss, the player has to move forward to the next Zone. A transitional level actually can be one of two strategies, or levels the player can choose towards going to the next zone. This may affect the plot, but it will not contribute towards the endings.

An instance of this feature is: Placid Rock-->Molten Lava. The cutscene will have the characters talking about the next Zone.

Post-Placid Rock Act 3/Pre-transitional act:

Surge: Sharp, with machinery?

Weld: Well, it's no surprise, since Sharp survived with cybernetic implants.

Surge: So, he's a cyborg? That means, you can track him down! Weld, where is he now?

Weld: Mt. Xevion, it's a dormant volcano, once active in the past. Getting there won't be easy.

Charge: We're given two options. There's a main path to the volcano, guarded by Sharp's robots. However, we can avoid them by using the abandoned pathway, could take longer, but there's not as many robots to fight.

Surge: It's up to you Weld, what's the best way up?

Then, a selection menu appears and you choose which transitional act you want to play. Once you clear it, you play the next zone.

11

(13 replies, posted in General)

Ok, I kind skimmed a tad too much in to the plot. I can correct that. Give me a few minutes.

UPDATE [8-24-12; 06:12]: It is done. And the Electric Company, is name of Surge's team, that I gave.

12

(13 replies, posted in General)

An idea for the Extra Quest after beating the main game.

Open Surge: Timeshock!

An Evil Wolf's Return
One day, Sharp the porcupine, battle-scarred from what was supposed to be his final confrontation with Surge and the Electric Company, decides to take over the world of Xevion through another approach. The problem, well, let his monologue explain. . .

"Bah, confound it! That Electric Company, keeps catching my crooks! I need a plot they'll never undo in time. Hmm, time? Of course, time travel! As in, the chrono-crystals! With them, soon my evil plan will take effect, and history will be changed, FOREVER! AH-HAHAHAHAHAHAHAHAHA *cough* *cough* *cough*! Oh, blast it, my asthma kicked in again! *goes into med cabinet and finds inhaler* That underworld ash, why does it have to be so cursed? *uses inhaler* That's better, now back to the laugh. AH-HAHAHAHAHAHAHAHAHA!"

Six days later. . .

Surge, Neon, and Charge decided to take a vacation in Placid Rock. However their time-off is about to turn into a working vacation, as Weld the Dragon rushes for the Electric Company, with very bad news!

"Surge, Neon, Charge, we're on 'Code S' status. Sharp is back, and even worse? He stole the Chrono-Crystals.", Weld says to the company.

"Chrono-Crystals? Neon, any idea what Weld's talking about?", Surge said.

"Essentially, they are the temporal counterpart of the Dimensional Scepter. There are seven Chrono-Crystals. Seperate they are powerless, but together they can grant the collector time travel", Neon explained.

"Sharp went into the time stream with a robo-matic machine. He's placed several of them in the past, but in the present, some temporal stasis field keeps them from being destroyed in the present", said Weld.

Charge then asked Weld, "Is there another way into the time stream?"

Weld thought about it, and it hit him, "Apparently there are certain species of his robots that carry these Temporal Access Cards, or TACs. They are needed to use the Temporal Access Pods, or TAPs, for the bots to jump in and out of the present. I doubt you'll save the future, though, because we're running out of time!"

Surge then said, "Then we'll have to go get some more! Let's clean that wolf's clock. Weld, we're going to need you for this!"

"Together, we'll make Sharp ancient history!" Weld said.

And so, the adventure begins again. This time, they're in for a Timeshock!

What will be new in Timeshock?

  • TAC/TAP time warp system. Pop a dum-bot, gain access to either the present, past, and/or furture.

  • New playable character, Weld the Dragon, engineer and trial member of the electric company.

  • 7 New Levels:
        *Placid Rock Zone - A lakeside paradise, where our adventure begins.
        *Molten Lava Zone - Temperature is rising and so is the tension.
        *Stone Coral Zone - gulp air bubbles, who knows how long you'll be down there.
        *Malachite Plant Zone - A key component of glass, Malachite is all this processing plant does.
        *Insane Forge Zone - Flashing spring floors, and spinning platforms. That's what your dealing with.
        *Nighttime Raceway Zone - Hit the trail and stay in the groove, as you race to the finish against Metal Surge.
        *Heavy Machinery Zone - Sharp's base of operations, will the future be your's?

  • An all-orginal soundtrack, inspired by Naofumi Hataya's work on the Sonic CD JPN/PAL OST.

  • New pseudo 3D Special Stage System, destroy the Chrono-Probes!

Essentially this is an Open Surge version of Sonic CD. What can I say? I'm obsessed with that Sega CD title!

UPDATE [8-24-12; 06:09]: Because Gimacian defected to the good side, Sharp is now the main antagonist, and yes, there will be a Metal Surge.

13

(22 replies, posted in General)

S32X wrote:

After all this riff-raff about Time Travel, I did a little experimenting, and got this.

Hmm, not a bad start. But did you have to modify the source code for that demo?

If so, I hope you plan on sharing the build with us. I'm itching to test it. Just one last question, can you only travel to the future, or is it updated for travel into the past as well?

14

(22 replies, posted in General)

Alexandre wrote:
SamplingMasters_Nix wrote:

Alex, as an admin and chief designer of the engine, perhaps you can implement a system to allow the player to travel through time.

i don't need to, because you can script such a thing. smile

SamplingMasters_Nix wrote:

but I don't have time to do a time travel script.

me neither. sad

Do I need to compile a source? Cause I gave up trying that, earlier today. I didn't have libloadpng for my mingw compiler. I need that library component.

15

(22 replies, posted in General)

Ok, I guess what I can do for now is make the basic tilesets for my levels. Am I allowed to use multiple bricksets in a level? If not, I'll have to make a really large .brk file. Remind me again what's the size limit per brickset file?

16

(22 replies, posted in General)

S32X wrote:
SamplingMasters_Nix wrote:

Ok, I now know that time travel is possible through a few bits of code. But, remember what the original programmers for Sonic CD did? They made separate layouts of the acts in four time zone variations. When you jump from time period to time period, you're going into another level layout that is in a seperate .lvl file. I know that coordinates can be saved, but what is the command to change the level with the same coordinates?

Yes the layouts were somewhat different, but they were similar enough not to get lost.

@Jobro

A whole new engine feature would have to be made for that.

For Chaos's sake, would someone take care of that? Put it in the source code, something? How long has it been since 0.1.4 was first released, two years? Normally, you'd already have it figured out by now! And you can't even implement it the pre-compiled nightly build?

17

(22 replies, posted in General)

Ok, I now know that time travel is possible through a few bits of code. But, remember what the original programmers for Sonic CD did? They made separate layouts of the acts in four time zone variations. When you jump from time period to time period, you're going into another level layout that is in a seperate .lvl file. I know that coordinates can be saved, but what is the command to change the level with the same coordinates?

Standby, I'll come up with some concept art. Should take me a good while, since I won't come home from college until 12:30PM CDT.

18

(22 replies, posted in General)

Any of you familiar with Sonic CD? That was the only instance of Sonic that was not just on Sega CD, but also included the ability to play through the Acts in different time zones. Primarily this could be a new DLC-type mod for the Open Sonic Engine. The problem is not that it's impossible (in fact, this could be easily done by changing the level at the player's current coordinates.), but I don't have time to do a time travel script. And even if I make one, it'll just be orphaned in the game directory. I don't know how I will attach it into the game without problems.

Alex, as an admin and chief designer of the engine, perhaps you can implement a system to allow the player to travel through time.

Here's what Sonic CD required for time travel:

Hit a timepost at mid-high speed, keep the flashing stream going without obstruction for 5 seconds, and then you watch a short sequence of sonic traveling through the time stream into either the past or future, depending on the time post you last ran past.

This is the Open Sonic method of time travel, I had in mind:
There are two specific species of badniks that drop somthing called a Temporal Access Card (a TAC) one species will always carry the Past TAC, and the other, the Future TAC. Scattered throughout the Act are Temporal Access Pods (TAPs). All you have to do is jump in the TAP with either TAC. And the TAP will take you the same location in the act, but in a different time period. However, when you are not in the present time zone, the badnik that carried the TAC that took you to the designated time period will not exist. In a word, if you are in the past, the species of badnik that carries the Past TAC, will not be around. Instead, that badnik is replaced by a different species. Well, it may look similar to the Badnik you saw in the present, but the differences may be so extreme, you won't even recognize it's a pre-evolvolutionary form of that present-day Badnik.

Which is a funny thing, because badniks never had evolutions unlike Pokémon. If we're gonna' design orginal badniks for the main story mode, why not create their past and future counterparts, if we're gonna' include time travel.

And, if not, perhaps the concept can be ravamped into a DLC-type Mod.

Now, if the new time travel method is to be implemented. The TAPs have to be spawned with a Reference ID. Without the Reference ID system, you won't be able to end up at the same location. The Reference ID should be like how Bethesda does their Reference IDs: an eight digit hex sequence. Actually we can shorten it to a four digit hex sequence, and here's why. The first two digits from the right should be the for the level load order, in this case the four time frames of  Zone 1, Act 1 should be placed in this order:

01-Present
02-Past
03-Bad Future
04-Good Future

I only skipped 00, because that's commonly used for the training level.

Now this means we are only limited to 254 levels excluding the training level. And up to a maximum of 255 TAPs per level. Pretty handy if you plan on making supersized levels.

Since there are custom adventures, you can have as many levels as you want in the database. But you can only limit your choice of levels to 255 per adventure. You can give the load order ID for each level you want to play in that adventure but it's in the form of a .osp. That's Open Sonic Plugin, and for the .osp to work it must have the level file in the database it is in. In this case, the .osp files will fetch the levels to use in the adventure. Here's how I think the osp files should look like if opened in Notepad:

title           "my adventure"                        //this is the title of my adventure, name it to your liking.
subtitle      "this is my adventure"              //this is the decription of my adventure, it can tell a story in a paragraph or two.
characters  1                                            //this states only one character will be used in this adventure.
character1  "characters\mycharacter.osc"   //.osc is the fusion of the player character's sprites and code, this will be what the 
levels                                                       //the level loadout is blocks of database entires.
{                                                              //upcoming character editor will save the data as to be used in the .osp file.
00             "levels\level0.lvl"                     //the training level, you don't have to have one, you could nix it, and use the next 
01             "levels\z1a1pr.lvl"                    //level to use in load order "00", remember that not all the levels can be played in 
02             "levels\z1a1pa.lvl"                   //order, this three act system can be like this, and the time warp factor can make you 
03             "levels\z1a1bf.lvl"                   //jump within the four-level range per act. So, the TAPs' RefID headers vary 
04             "levels\z1a1gf.lvl"                   //depending on the load order of the levels.
...

This is basically an .osp in an nutshell. If there's anyway to incorporate this convention into the next build, please do so. I'd like to see this go in effect soon. If there's room for improvement or criticism, please provide your feedback.

19

(3 replies, posted in Off-topic)

I had a lot going on my mind, the last two years. I'm ready to start playing with the engine again.

20

(6 replies, posted in Game assets)

That's exactly what I need for "Project Thanatos". Nice use of story. Make it so that it ties to my Thanatos level.

21

(3 replies, posted in General)

SilverstepP wrote:
SamplingMasters_Nix wrote:

Alex, are you aware that certain people, ranging from ages 13-17, cannot access file exchange services, because their parents set up security programs to block such sites. Take me, for example, I'm 17 and I do not have access to Rapidshare, Mediafire, Megaupload, and similar sites to follow. People, what part of restricted access don't YOU understand? I only thing I do not like about people uploading their levels is that they cannot consider the fact that not every member has free access of the internet. In fact, I envy the free. If they do not care about the restricted, they do not belong here.

On the other hand, the restricted are usually protected from viruses, spyware, hackers (not all the time, but still), and registry errors. So, count your blessings towards me and the other restricted. The free are protected, as well, if they are smart, smart enough to give a flying fig about the restricted.

To finalize, I move to delete the links that lead to the file exchange services, because I'm sick and tired of the URL filters blocking me off, as well as anybody else on the list who has restricted access. Silver and Alex, I'm sorry if I offended you but my mind is made up, I had to say it. Just, find more flexible alternatives for download links, next time, please? I don't want to repeat myself, next time.

First, calm down a bit. I am 15, so I know there is little freedom at times...

However, I did not realize that this was an issue. If that's the case, you couldn't download ANYTHING I posted. I wish you would've told me this earlier, to be honest.

Well I'm at fault, for not taking action sooner. Ok, so I didn't tell you about this, until now. I should have told you about this at the begining. Consider this a bygone, and I hope this is one step closer to development, not just in the engine, but in ourselves.

22

(51 replies, posted in Game assets)

Try hosting the downloads on your own website, if you can make one.

23

(3 replies, posted in General)

Alex, are you aware that certain people, ranging from ages 13-17, cannot access file exchange services, because their parents set up security programs to block such sites. Take me, for example, I'm 17 and I do not have access to Rapidshare, Mediafire, Megaupload, and similar sites to follow. People, what part of restricted access don't YOU understand? I only thing I do not like about people uploading their levels is that they cannot consider the fact that not every member has free access of the internet. In fact, I envy the free. If they do not care about the restricted, they do not belong here.

On the other hand, the restricted are usually protected from viruses, spyware, hackers (not all the time, but still), and registry errors. So, count your blessings towards me and the other restricted. The free are protected, as well, if they are smart, smart enough to give a flying fig about the restricted.

To finalize, I move to delete the links that lead to the file exchange services, because I'm sick and tired of the URL filters blocking me off, as well as anybody else on the list who has restricted access. Silver and Alex, I'm sorry if I offended you but my mind is made up, I had to say it. Just, find more flexible alternatives for download links, next time, please? I don't want to repeat myself, next time.

24

(51 replies, posted in Game assets)

I cannot access these websites:
Megaupload
Rapidshare
Mediafire
and all other file sharing sites.
Unless you can upload the zip folder somewhere else, I am not allowed download that file as Trend Micro Internet Security keeps blocking me from that site. Silver, if your going to upload a file, be aware, not everyone is entitled to access file exchange services. So, do me a favor and host the download where access is unrestricted, like hotshare, 'kay?

25

(5 replies, posted in General)

I went with Solution 2, and it fixed the problem. Thanks, man.