Friday, July 30, 2010

Awesome

So completely out of nowhere, after writing that post, I get an AIM from a guy named Retronic who used an old base engine of mine for a project of his. Well was pleasantly surprised to find out that it is awesome! If you want to check it out you can find it at SAGE.

Anyway, I just thought that was newsworthy and inspiring.

Catch you all later : )

The Sensible Approach

Well, I just wanted to update you all on whats going on.

I did quite a bit of work and then I realized that the summer semesters are pretty painful at the 300 level. lol. I'm gonna to take a break; But its not the end! I need to balance my coursework with the rest of my life. I know a lot of you guys at SFGHQ and my friends are reading so thanks for supporting me! I'm also getting better through school work. You'll see me again soon. If I don't come back to this, I'll be working on IPhone and Android projects(which was really my ultimate goal), in which you guys know you'll see me post about here <3

~Rob

Tuesday, July 20, 2010

Accurate Camera, Glitch Fixes

Hello all,

So after a glorious turn of events, my linear algebra class is not going to happen this summer!(not enough students). Wasn't looking forward to that anyway. lol. Anyway, that frees up a bit of time in my busy days to work on this : )

So its been a little slower but I've been working on this engine little by little and I finally have hit another milestone - a new camera has been implemented : ) I will have to credit Mercury for his great blog post on the subject(his "In the Shade of the Wave" is linked to the right), as it probably would have taken me a little while to come up with an idea like that(or at least, the method I was using would have been a painful amt of work). Pretty much the main difference between this camera system and one that stays centered on the player is that if you're moving fast, the player has to catch up with the camera. Aside from that-- when you jump vertically, things feel more in place as things are vertically cut into sections of center points rather than centered(helps to keep track of the action). Last thing to note about the camera system is of course that I finally added looking up/down when you hold the directions up and down, respectively.

(Screenshot: Running faster than the camera with the speed shoes)


Aside from this, I've fixed a few random glitches that had to do with the water shield. For example you cannot bounce on spikes, and some things I overlooked like being able to attack enemies or use your shield moves after bouncing off of a spring. Also thanks to my friend Hezman(who is working on Sonic Classic; info can be found at http://info.sonicretro.org/Sonic_the_Hedgehog_Classic) who pointed out that you can't turn while rolling/spindashing but I guess that only makes sense.

Well, until next time!

Wednesday, July 14, 2010

Speed Improvement, Ringloss

Long time no see huh? Hahah, I'm starting to amaze myself with how consistent I've been lately(although I'm pretty sure that's gonna change. I start my linear algebra/operating systems 4 week semester summer school class next week... f-ing hell man). Anyway, I've been trying to work on this thing faithfully while I have the time and I may even be able to make it to that SAGE thing to show the engine :) (www.sagexpo.org).

So yeah-- since last update, I noticed something idiotic I did which fixing sped up the engine by about 10% or so - I had all of the obstacle objects with a conditional if that checked if it was moving or not. Super redundant! So I used a moving object child which is also used during a quick check for that type of object. Another thing since last post that I've done was got rid of some glitches I noticed before but never got around to(not properly bouncing off tv boxes when going against a wall, not fireshield dashing against a wall w/the proper anim, some other random stuff). And lastly, I don't know what the hell I was thinking before but I just made the ring loss engine about 5x better ^_^ I began to realize that it was really tacky with them bouncing off of every wall every time so I programmed in that weird genesis thing where they sort of float through it randomly sometimes(who knew it had a purpose?). Suffice to say it's not perfect but its pretty-f*cking-awesome-enough compared to the way it was.(And this my friends, is why I haven't released a test yet. lol)

Sunday, July 11, 2010

Animations, Springs, Layers

Alright, well... It was a drill weekend so I'm pretty much exhausted now. So, with every last ounce of energy I have in my fingers *melodramatic*... okay no seriously, I'm still making progress. Since the last update, I've been for the most part importing animations in terms of both the programming and the graphics that I was too lazy to before(springing, tails swimming, looking up, some other random stuff).




Aside from that, I added a new function that can redirect you in any direction and speed relative to the angle your currently standing at(so that you don't have to fall off of a slope at a crazy angle in order to change movement). This is mainly so that you can run up to a spring on a ceiling and get bounced straight back in the same direction,  instead of falling(see screenshot below).


Another thing I programmed in was a stage sensor that can disable all of the forward/backward special loop layer of obstacles(along with another sensor to reactivate them). This pretty much makes it so that you can go through an obstacle on one layer, then go through another one on an opposite layer, and then completely go back through everything to continue onto something new(the ceiling spring was actually a dead end where this happens). Small feature to program, but useful for better level designs later : )









Last but not least, I finally got off of my lazy ass and added the big air bubbles you catch you breath with.

Wednesday, July 7, 2010

Spikes, Bubbles

Hi everyone.

I don't usually get so much work done in a day. I guess the fact that there's an official blog and that this is lying around naked in public is a bit more motivating : ) I actually put in a few hours today and added spikes(in 4 directions) and some breathing bubbles(even though you see the little source of bubbles on the bottom, I haven't added the really big bubbles to catch your breathe with yet. Maybe tomorrow lol). Aside from that, some small touches here and there like the screen fading out after you die.


Monday, July 5, 2010

A Few Screenshots

And of course, what would the value of this blog be if there was nothing to show? I'm a little hesitant to show off the engine until I have something very substantial(not to mention that doesn't look entirely like crap), so for now I will show off a few of the features to give an idea of how things are progressing : )


Okay so here's the crappy title screen : )


Customizable/auto-loading controller schemes


Shields, enemies, Tails is just hanging out there



Springs and the Sonic-y physics you would expect


Switches and doors. Don't drown!(Don't worry I have a shield, it's cool)

Pushed the rock off of the ledge, switch opened the door


Moving platforms

 
Wouldn't be a Sonic game without them

 

Intro/History of the Project

Hello everyone! Welcome to the new Corrupted Chaos development blog. This is where I will be talking about the progress I make on a fan-made Sonic the Hedgehog game called "Sonic: Corrupted Chaos". The reason is pretty simple: I'm a computer science student, and I loved the old Sonic the Hedgehog games. Since I'm also a bum ass college student, I could at least be doing something relevant and hopefully making a bad ass game in the process.

Currently, the game project's focus is for the most part solely on the engine development. Hopefully within a few months this will come to and end though. Depending on whether I have artists and level designers, or whether I'm still just that motivated, I will either release the engine as open source to the Sonic Fangame Community, or I''ll make a game. Either way, its a win-win situation.

So, lets see... a little bit of history. There have been several revisions of this engine, the first one starting maybe 8 years ago? At that time, I was using Clickteam's software(www.clickteam.com) to create games, and found it to be pretty limiting. The first time, my computer had crashed, and at that point I had a pretty functional engine with a bad ass hand drawn intro. The second time, I joined the Navy and my sister crashed my computer, so all is lost again(I mean, I also had to put the hobby away for a year or two in the meantime to keep up with the start of a military career and... you know, real life). That time, there was also a pretty bad ass intro created by Cinos(the creator of "Hapi-San"). Miraculously, nobody EVER thought to back it up, and that was lost forever too.

Well, that was all about 5 years ago. Lets fast forward to 2009, I'm back from the Navy, full time job, going to school at night... life is great(okay, life is busy as hell). All of a sudden November comes around and I'm on school break. I end up getting tendonitis in both of my elbows. So for the entire 2 months between December and February, I had suffered from a shitton of boredem. So much, that I had gotten back into videogame development. Since the last thing I left off with was C before I had joined the Navy in terms of my programming, I figured a logical step up from Clickteam would be "Game Maker"(www.yoyogames.com). With that decision in place, I started the engine that I am now working on. Unfortunately, I got sidetracked for a year as I got deployed to Kuwait, and of course, having a life. But now I'm done with my military obligation and ready to be a college bum, so before I become the annoying new intern guy near you, this will be my one of my summer projects. I'll try to stay more faithful than usual with my updates, and I appreciate your visit. Thanks : ) Also-- if you have a minute, I love feedback.