Topic: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

Hi everyone! Here's the first demo of my next project, Sonic: Robotnik's Revenge. I haven't thought of a story yet though, so feel free to leave some ideas below.

This mod, of course, is a Sonic fangame. "Why not make it VA: TG 2," I hear you ask. Well, since it was already very similar to Sonic, might as well go all the way and make a Sonic fangame. Good thing Sega doesn't mind people using their IPs in passionate fan projects, right Nintendo?

Anyways, the demo contains 1 zone; Fresh Firth. This will either be the first or second zone of the full game. Act 2 was previously found as a secret level  in the latest VA: TG build, and now it's a fully-fledged zone. The noticeable difference in quality of the design of the levels between FF Act 2 and the rest of VA: TG is because the levels in VA: TG were made years ago, when I didn't have a clue about how to make good level design. Since this zone, and the other zones in this upcoming project, will be done from scratch by older me, there will be a massive improvement from a design standpoint, at least in my opinion.

There is also a Special Stage in this demo that can be reached from a giant ring in Act 2. They are kind of like a 2D version of the Sonic 2 half-pipe stages, where you are running at a controlled speed, trying to grab as many rings as possible.

So, yeah. All in all, I think just this alone is a big improvement over VA: TG; try it out if you're interested.

https://www.dropbox.com/s/8ez3hdp4tczvl … d.zip?dl=0

PLAYTHROUGH: https://vimeo.com/248625434

Last edited by SGWaS (2018-01-30 04:37:16)

-SGWaS

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

Hey SGWaS,

I already see a big improvement over your last project. Keep up the good work! wink

Suggestion: I think the brickset of the first level could get some more work (so you get smooth blocks, without holes in-between)

SGWaS wrote:

there will be a massive improvement from a design standpoint, at least in my opinion.

yes, give special attention to design. Your game will be great this way! cool

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

I see great level design here, I suggest we re-skin a few stages for Open Surge

https://image.ibb.co/kuSYrm/SD_sml.pnghttps://image.ibb.co/kHq8P6/SeD_sml.pnghttps://image.ibb.co/cJf8P6/LTot_W_sml.png

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

@Alexandre: Thanks for the suggestions and compliments as usual! big_smile

@KZR: That's a good idea. I wouldn't mind helping you guys out in spare time. smile

-SGWaS

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

I liked the levels and the original music. The boss is also implemented well.

// I'm sorry for non-translated text, I typed the text in my own language, translated into English and accidentally deleted the English phrase

Last edited by G.E.R. (2018-01-29 07:06:00)

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

G.E.R. wrote:

мне понравились уровни и оригинальная музыка. Босс тоже реализован хорошо.

Thanks. A new build will be coming shortly with a brand-new zone and 2 new characters from Sega games (The dragon from Panzer Dragoon and NiGHTS).

-SGWaS

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

I'm sorry for non-translated text on previous message. I typed the text in my own language, translated into English and accidentally deleted the English phrase.

So, is this mod with Sonic and characters from other game? I had an idea created level with Sonic and Surge in one game also.

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

This is okay. I just used Google Translate to read it.

Yes, this game will feature other characters from Sega games; in the case of this mod - dragon from Panzer Dragoon and NiGHTS. The level of Panzer Dragoon, which will be included in the next demo, pretty much finished, but I have not yet created a flight controller for NiGHTS; he uses the same one as the dragon.

I can provide screenshots when I can. Thank you for your interest!

-SGWaS

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

The next build is here, and wow, what an update! So many new things were added, such as:

-New title emphasizing the other playable characters; "Sonic in the Mega Sega Showdown"
-Brand new casino zone, Jackpot Jazz
-Panzer Dragoon level
-NiGHTS into Dreams boss level
-New music, along with some replacement tunes
-New sound effects for other characters and bosses (though I have yet to give Sonic a proper death sound instead of a joke one)
-New objects like flippers for Jackpot Jazz
-New FMV cutscene
-New enemies
-New bosses

Download: https://www.dropbox.com/s/vq3pl7t79ezr4 … o.zip?dl=0

Gameplay videos:

Fresh Firth - https://www.youtube.com/watch?v=IEufcfty2wo
Jackpot Jazz - https://www.youtube.com/watch?v=Z6oBB3SCSdw

Last edited by SGWaS (2018-01-30 04:46:52)

-SGWaS

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

Fresh Firth Zone (with Panzer) turned out to be very difficult to complete. Player not protected with rings and he don't foreseeable enemies.

I think, that you can add few animated objects on Jackpot Jazz Zone. Also, you can be highlighted in dark color passable bricks.
Are you want use bricks from Sonifc 2 Delta?
https://img-fotki.yandex.ru/get/510105/159624077.2/0_1998e0_de7bd224_orig

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

G.E.R. wrote:

Fresh Firth Zone (with Panzer) turned out to be very difficult to complete. Player not protected with rings and he don't foreseeable enemies.

That is probably the hardest level in the game so far, but it's not too hard; it just takes practice to get good at aiming your shot and avoiding enemies. I would make it so rings do protect the dragon if there's a way to disable the knockback on getting hit, and go straight to recovery.

G.E.R. wrote:

I think, that you can add few animated objects on Jackpot Jazz Zone. Also, you can be highlighted in dark color passable bricks.
Are you want use bricks from Sonic 2 Delta?

There are a few objects in Jackpot Jazz with animation, but they are a little hard to see unless the player is at a complete stop. Perhaps a faster FPS rate will do the trick. As for the Sonic 2 Delta bricks, maybe for Act 2.

-SGWaS

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

to disable the knockback on getting hit, and go straight to recovery.


You should create new object %egg-robo%, then create child object ".laser" and specify scenario of ".laser" as only move, without "hit_player" command. It will be usually PASSABLE object (decoration). Then you write

on_player_collision "hit"

<...>

state "hit"
{
play_sample "collectible loss" // ringless sound
add_collectibles (-10) // Panzer lost 10 ring, or other value. But if he has <10 rings, he don't die.

// other commands...
<...>
}

I used similar method today, when I created bonus stage with "+3 ring" and "-10 ring" items.

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

G.E.R. wrote:

You should create new object %egg-robo%, then create child object ".laser" and specify scenario of ".laser" as only move, without "hit_player" command. It will be usually PASSABLE object (decoration). Then you write

on_player_collision "hit"

<...>

state "hit"
{
play_sample "collectible loss" // ringless sound
add_collectibles (-10) // Panzer lost 10 ring, or other value. But if he has <10 rings, he don't die.

// other commands...
<...>
}

I used similar method today, when I created bonus stage with "+3 ring" and "-10 ring" items.

This still retains the knockback, sending the player down into the bottomless pit with a lost life. Maybe if there was a way to just add -10 rings without knocking back the player.

-SGWaS

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

On object "mecharobotnik2" I wrote everywhere

state "hurt"
{
play_sample "collectible loss"
add_collectibles (-999)
If "collectibles() == 0" "dead"
change_state "cooldown"
}

state "Dead"
{
kill_player
}

instead "hit_player"

And you should create copy of objects %enemies% special for this level and and write similar scripts without command "enemy 100"

Re: Sonic in the Mega Sega Showdown (formerly Sonic: Robotnik's Revenge)

G.E.R. wrote:

On object "mecharobotnik2" I wrote everywhere

state "hurt"
{
play_sample "collectible loss"
add_collectibles (-999)
If "collectibles() == 0" "dead"
change_state "cooldown"
}

state "Dead"
{
kill_player
}

instead "hit_player"

And you should create copy of objects %enemies% special for this level and and write similar scripts without command "enemy 100"

Good idea. I implemented this into the mecharobotnik object. I also made another mecharobotnik object that doesn't drop bombs to make the level easier. The bomb-dropping objects will be introduced midway through the level.

I tried using the script here at first, but since the "if collectibles" line was after the line that takes away rings, the player dies when touching the object, even with rings. This is because the object takes all the rings away, then checks if the player has rings, and kills the player if he/she doesn't. Switching the lines around fixes this:

state "hurt"
{
play_sample "samples/ringless.wav"
if "collectibles() == 0" "dead"
add_collectibles (-999) 
change_state "cooldown"
}

state "dead"
{
kill_player
}

Last edited by SGWaS (2018-02-01 02:37:30)

-SGWaS