Sonic Origins - Play, Design, Critique

The game link is here: http://blommestein.net/

About a year ago, I had started a Flash Game based off the Genesis style of Sonic the Hedgehog. I had taken several breaks but the last one was definitely the longest. Long story short, with summer started, I plan to come back and finish it.

One of the aspects of the game that make it unique is the “Network” associated with it, that lets you build, save, and load (as files, no cookie bull****) levels, and in time, be able to submit, rate, edit, and play other user’s levels, via a database, sort of like youtube, sans the comments.


Okay, so to play the game go through Network or the Editor, and then test the level by pressing the Test Icon (the one with the arrow, keep forgetting to add tooltips), or just go through Main to play a demo level I scrapped together.

The controls are as follows:
**Up:** Look Up 

Down: Crouch, Roll While Moving
**Left: **Walk/Run Left, Break While Running Right
**Right: **Walk/Run Right, Break While Running Left
Z/X/C: Jump
**Down + Z/X/C: **Charge
Down + Z/X/C … Release Z/X/C: Launch


To use the editor (and make your own level), here’s a quick overview:

**Toolbar Icons (In Order from Left to Right):**

New, Open, Save, Exit, Null, Test, Null, Help

**Navigate:**

Used WASD Keys, set scroll speed using the slider on the right pane.

**Enable/Disable Object Snapping:**

Right-Click

**Create a Tile:**

Click the tile from the list, drag its picture on the screen. Drop it on the picture to cancel creation.

**Delete a Tile:**

Select it by clicking, then press the delete key.

**Test a Level:**

Click the Test Icon (the one with an arrow in it)

**Show/Hide Panes:**

Click the little blue arrow buttons on the respective pane.

**Choose a Tile Type:**

Depending on what is selected from the drop-down menu, the tile created will be of that type.

Tile Instances are a way to categorize the tiles of a map, as each serve a different purpose:


**§ Ground **– Serves as impenetrable ground that the character can interact with. Collision detection is applied.
**§ Platform** – Serves as a “cloud-liked” platform that the character can interact with, meaning the character can jump onto it from below. Collision detection is applied in this manner.
**§ Enemy** – A category for enemies. No collision detection is applied (the character will not be able to stand on an enemy), but interaction (destroying) will apply.
**§ Background** – A category suitable for decorations or miscellaneous objects, such as trees and path switchers. No collision detection is applied. As implied by the name, tiles in the background category will be behind those of others.
**§ Foreground** – A category suitable for decorations or miscellaneous objects, such as trees and path switchers. No collision detection is applied. As implied by the name, tiles in the foreground category will be in front of those of others.
**§ Path (1/2) **– Exactly the same as ground, except that special rules apply. The character will only interact with tiles of the current path (either 1 or 2 exclusively). By default it is set to 1, though it is changed by path switchers

So let me know what you think, and if you have some spare time and would like to make a level for me, even better. Sorry for such a long post, and please note the game is NOT finished.

Cheers! :beer:

Nice work man enemies work really well, the one that throws the hammer thing freaks out when you stand above him.

Other than that very impressive work thus far and it runs pretty well.

Thanks for the feedback! Yeah I had forgotten all about that part with the enemy, thanks for noticing that. Normally the guy disappears when off screen, but I forgot since the blocks beneath him disappear before he does, he has nothing to stand on and the code freaks out trying to find which direction to go. :slight_smile:

By the way did you see the editor? If you haven’t, check it out, that’s one of my favorite parts.

Nice. Very nice, good job.

Great control, physics, graphics.

Maybe it’s my memory, but my only observation would be perhaps it feels just a tad slower and less snappy than the original sonic? Other than that, it looks and feels pretty spot on.

By the way, is this done using 100% BM rendering?

Updated quite a bit, check it out!
> By the way, is this done using 100% BM rendering?
Not quite, it’s done through Flash, and I deal with MovieClips that contain the original bitmaps. The only rendering is through the flash end, not my end. :slight_smile:

Blom, I meant through Flash, but sans Movieclips or vector, using 100% bitmap rendering using copypixels etc :smiley:

Are you using AS2 or AS3?

Haha. Nah, hardly any bitmap work (except in the editor, you’ll notice some in there like the bounding boxes), it’s all tilebased using dummy holder movieclips. :slight_smile:

It’s AS2, I actually prefer AS3 much more since I love OOP and I am experience with Java, but sadly the port didn’t work well (it looks so organized in classes though…). What happened was, every time the character bridged to a new tile, for a single frame, the collision detection would fail. Just at that one instant. I tried a workarond but it was more mess that it should have been. Some people insist that I must have done something wrong, but no, I’m telling you it returned hit testing false when it shoudln’t have.

Updated! What’s included:
-Lengthened and edited my level.
-Several New Blocks, including a useful null block.
-Tooltips
-Fixed a few small bugs.
-Something big. See for yourself.

the controls don’t seem easy :stuck_out_tongue:

you use to press down and press a button to go spinning crazy fast, can’t seem to get that

I think it all looks pretty amazing!

I had a thought whilst playing through this, have you thought about doing some extra coding and incorporating smartfoxserver or something like that to do Sonic 2’s multiplayer modes over the web? It looks like your coding ability is more than good enough for it

[quote=randomagain;2343414]the controls don’t seem easy :stuck_out_tongue:

you use to press down and press a button to go spinning crazy fast, can’t seem to get that[/quote]

Alright I really have no idea what you said but I’m gonna guess that you’re either a) trying to roll, in which case you press down while not holding right/left or b) trying to charge, in which case, you crouch with down, and then press z x or c

I think it all looks pretty amazing!

I had a thought whilst playing through this, have you thought about doing some extra coding and incorporating smartfoxserver or something like that to do Sonic 2’s multiplayer modes over the web? It looks like your coding ability is more than good enough for it

Thank you! I might do that but Id have to research what the best technology would be to use for multiplayer, as I have no experience with it. I would have battle modes and race modes, but also a new thing, where you control a badnik and fight to the death.

Anyone going to attempt to make a level? I have some people at other forums giving it a shot, Im also about to upload a new manual (the current one is terrible, also I hate the framed style).

Here’s two new ones made by other people. I can’t update at the moment as my internet’s been turned off, but I have some good stuff coming soon (new tileset too).

By Floirt: http://www.2shared.com/file/3496846/2af6 6b88/Floirt__v2_.html

By Scapegoat: http://www.2shared.com/file/3498743/b11f af09/scapegoat.html