Sonic Super Jam - Sonic ZX

In Progress Sonic Super Jam - Sonic ZX 1.0

No permission to download
The project is currently under development.
Ok, with the forum being changed, I assumed my old threads were gone, but I know better now. Here's the post I made about the new project in this mod. This new project was going to be a tech demo but I had too many ideas and decided to make a short but sweet set of levels.

----------PROJECT ZX----------

Project ZX was inspired by 2 things. The first was playing Gunstar Heroes a lot and thinking how cool it would be if that was how Sonic games turned out, which originally was why I modded @Bloodbane 's Contra mod with Knuckles and others. The second was an early access Steam game called Nelo, where the title character can run at super speeds and features combat where he swings 4 floating hands that leaves trails of blue lights creating a really cool effect.

Since the Gunstars had guns, A similar game with Sonic game would need some ranged attacks and since Nelo does this combined with speed, everyone on the roster shoots special effects with normal attacks for range, and a far faster then I had them before. One of the fastest, Shadow, because his file was already up, has a walking speed of 25, and running speed of 60.

That's another thing, aside from me wanting to focus on action rather then a straight beat'e up, I wanted there to be emphasis on speed and needing to use it, whether it being to get out of a stage as fast as you can or to dodge attacks. Because of all this, I went with my usual style of filling the screen with enemies, but the majority of them die in one hit, just like in Gunstars, but I also made a few who are faster and stronger who appear far less and gain invincibility when hit too many times at once. I even took notes fro Alien Soldier and add mid boss fights in the middle of stages. All of this to try to make a very fast paced action game.

Usually I'd have a demo, and I'm still on the fence of just releasing one with the first 2 levels, I might do so for feedback, but the reason I haven't released one yet is because I wanted to just work on this, finish it, and get it out the way. Right now, almost every stage has been put into the game, only the last 2 parts of the final level are left, and enemies and bosses are only fully implemented for the first 2 stages. I started working on this back in May, so it's been 5 months I almost exclusively worked on this. There's more scripting going into this then I usually have, courtesy of Bloodbane, and it's taking a while to get them right, so that's what's keeping me.

One last thing, since I'm in the revealing mood, I had an idea with the Gunstars and copied them over and worked on them a little on a weekend a few weeks back. The ideas was to have them combine their weapons like in the game, but by using button combinations via cancels. You'll get an idea of it from this video I made testing it on a ZX stage.

x)
 
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Associated download page with discussion thread. @DJGameFreakTheIguana, good to see you back! When you get a chance, please add an icon and a more meaningful description to the download page. I'm trying to keep a better standard than the total mess we used to have in our download area. :)

DC
 
Having a slight issue with an enemy from @Bloodbane's Contra mod. When spawned by a warning signal I made for it, it dashes backwards for some reason before going forward and I have no idea what's causing it.

Bikers animation:
Code:
anim spawn
    loop    1
    delay    8
    offset  36 50
    bbox    11 23 57 27
#    attack    11 23 57 27 2 1 1 1
        @cmd    dasher 5 0 0 0
    sound    data/sounds/shot02.wav
        #@cmd    offscreenkill 30 1
        @cmd    shooter "Burst" 33 -7 5 -3
    frame   data/chars/grunt/mgrunt4.png
    sound    data/sounds/shot02.wav
        @cmd    shooter "Burst" 33 -7 5 -3
    frame   data/chars/grunt/mgrunt4.png
    sound    data/sounds/shot02.wav
        @cmd    shooter "Burst" 33 -7 5 -3
    frame   data/chars/grunt/mgrunt4.png
    sound    data/sounds/shot02.wav
        @cmd    shooter "Burst" 33 -7 5 -3
    frame   data/chars/grunt/mgrunt4.png

Dasher from eScript.c
Code:
void dasher( float Vx, float Vy, float Vz )
{// Dash with desired speed!
    void self = getlocalvar("self");
    int dir = getentityproperty(self,"direction");

    if(dir==0){ // Facing left?
      Vx = -Vx ;
    }

    changeentityproperty(self, "velocity", Vx, Vz, Vy); //Move!
}

EDIT: adding another shot for show.

x)
 

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Whoa! those are plethora of blasts from that flying boss :love:

Anyways, back to topic,
When spawned by a warning signal I made for it, it dashes backwards for some reason before going forward and I have no idea what's causing it.

I think there's a conflicting functions there. For 2.5D or default mode, I use this dasher function:
Code:
void dasher( float Vx, float Vy, float Vz )
{// Dash with desired speed!
    void self = getlocalvar("self");
    int dir = getentityproperty(self,"direction");

    if(dir==0){ // Facing left?
      Vx = -Vx ;
    }

    changeentityproperty(self, "velocity", Vx, Vz, Vy); //Move!
}

However, for 2D mode such as Contra, I use this one:
Code:
void dasher( float Vx, float Vy, float Vz, int Flip)
{// Dash with desired speed!
    void self = getlocalvar("self");
    int dir = getentityproperty(self,"direction");

    if(dir==0 && Flip==1){ // Facing left?
      Vx = -Vx ;
    }

    changeentityproperty(self, "velocity", Vx, Vz, Vy); //Move!
}

The last parameter defines if facing flips velocity or not. This line:
@cmd dasher 5 0 0 0

will cause entity to move right with 5 pixels percentisecond velocity regardless of facing direction.

TLDR, try setting 1 in last parameter like this:
@cmd dasher 5 0 0 1

to solve it.
 
When spawned by a warning signal I made for it, it dashes backwards for some reason before going forward and I have no idea what's causing it.
Bikers animation:
Code:
anim spawn
    loop    1
    delay    8
    offset  36 50
    bbox    11 23 57 27
#    attack    11 23 57 27 2 1 1 1
        @cmd    dasher 5 0 0 0
    sound    data/sounds/shot02.wav
        #@cmd    offscreenkill 30 1
        @cmd    shooter "Burst" 33 -7 5 -3
    frame   data/chars/grunt/mgrunt4.png
    sound    data/sounds/shot02.wav
        @cmd    shooter "Burst" 33 -7 5 -3
    frame   data/chars/grunt/mgrunt4.png
    sound    data/sounds/shot02.wav
        @cmd    shooter "Burst" 33 -7 5 -3
    frame   data/chars/grunt/mgrunt4.png
    sound    data/sounds/shot02.wav
        @cmd    shooter "Burst" 33 -7 5 -3
    frame   data/chars/grunt/mgrunt4.png

Something just crossed my mind. That @cmd dasher 5 0 0 0 is declared on 1st frame. Try declaring one frame late or add another frame before that frame like this:
Code:
anim spawn
    loop    1
    delay    8
    offset  36 50
    bbox    11 23 57 27
#    attack    11 23 57 27 2 1 1 1
    frame   data/chars/grunt/mgrunt4.png
        @cmd    dasher 5 0 0 1
    sound    data/sounds/shot02.wav
        #@cmd    offscreenkill 30 1
        @cmd    shooter "Burst" 33 -7 5 -3
    frame   data/chars/grunt/mgrunt4.png
    sound    data/sounds/shot02.wav
        @cmd    shooter "Burst" 33 -7 5 -3
    frame   data/chars/grunt/mgrunt4.png
    sound    data/sounds/shot02.wav
        @cmd    shooter "Burst" 33 -7 5 -3
    frame   data/chars/grunt/mgrunt4.png
    sound    data/sounds/shot02.wav
        @cmd    shooter "Burst" 33 -7 5 -3
    frame   data/chars/grunt/mgrunt4.png
 
Something just crossed my mind. That @cmd dasher 5 0 0 0 is declared on 1st frame. Try declaring one frame late or add another frame before that frame...
Hey Blood, I don't even think I remember this being posted when it was, but I tried it real quick and it worked, thanks. Also your scripts have been giving me a hard time, mainly being declared to other scripts besides Script.c and throwing me off. o_O

Update: I got enemies implemented in more then half the stages, and all stages but the last 2 parts of the final stage are implemented. I decided last week to add more enemies, all pulled from Contra Locked and Loaded, for more variety. I got new videos up to.

Final note: Got something else I gotta ask about, I'm adding these turrets and I wanna make it so players can't walk through them, like walls. Help is appreciated.
 

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Hi Djgamefreaktheiguana, you can declare a platform inside each animation of your turret entity and the player can't walk through them.
Maybye you can use Sonic fonts instead of Streets of Rage ones.
 
Hey Blood, I don't even think I remember this being posted when it was, but I tried it real quick and it worked, thanks.
Glad you got it sorted :D

Also your scripts have been giving me a hard time, mainly being declared to other scripts besides Script.c and throwing me off.

I wonder which scripts would those be :unsure:

I'm adding these turrets and I wanna make it so players can't walk through them, like walls. Help is appreciated

As kimono suggested, use platform in turret's animation. You might need to start the platform to front to give more thickness.
 
DJGameFreakTheIguana updated Sonic Open World Style Tech Demo with a new update entry:

Sonic Open World Style: SonicZX

Been working on this new project off and on for over a year now. The gameplay of the Sonic cast is geared more towards action games rather then your standard beat'em up. All characters are faster compared to most mods, there's swarms of enemies but most of them die in one hit, special attacks are more powerful then previous Sonic mods, based on DBZ style flash animations and powered up versions of characters seen in MUGEN. In some stages you aren't stopped by groups of enemies, so just go as...

Read the rest of this update entry...
 
Glad you got it sorted :D
Me to :cool:
I wonder which scripts would those be
At this point I couldn't even tell you, but I think everything's cool now
As kimono suggested, use platform in turret's animation. You might need to start the platform to front to give more thickness.
Tried and it worked. Thanks to the both of ya. :cool:

EDIT: Would like to share something else. A little ove a week ago I started another set of levels for Open World Style, Metal Fall 2. It's not that much different from the first Metal Fall, but I started this because I was a bit fatigued with ZX and tought I would make a quick set of level for more content, but the goal is to work on content for past and future mods, a mindset I'm going into with other future plans, making mods out of content I plan to use in other projects. Here are some of the stages I got done for Metal Fall 2 so far, all from MUGEN.
 

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I like how you’re using a transparent health bar area to allow for bigger stages that look less cramped. Makes the game look more distinct from SBMM and other projects.
 
I think it looks fine without the border… though maybe a border that’s not just black but has a pattern would be nice.
 
Assembled the game with 7zip and tried to run it, but it gave me this error log:

********** An Error Occurred **********
* Shutting Down *

Unable to open file 'data/chars/Nack/NShot.txt'

Total Ram: 17009291264 Bytes
Free Ram: 11311382528 Bytes
Used Ram: 84381696 Bytes

Release level data...........
Done!

Release graphics data........ Done!
Release game data............


Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
Release FileCaching System... Done!

**************** Done *****************

Unable to open file 'data/chars/Nack/NShot.txt'
 
That's weird because I tested the game several times before I uploaded it. I'll make another copy soon.

EDIT: Ok, I have no clue what's happening right now. o_O First, 2 of the errors I fixed were fixed when i first started testing the mod to be paked, then there were more, but this was due to me cleaning out extra files because the pak file was big for some reason and it's mostly in the char folder, and for some reason running the mod from the data folder doesn't detect that the folders I moved weren't there, but crashes when it's paked. Just spent almost an hour having to pak the game and test it to see what folders I had to put back to keep it from crashing. I was messing with a lot of stuff so I think that's why this happened. Anyway, the needed folders are back and the pak file is running on my end, and the new upload is up.
 
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DJGameFreakTheIguana updated Sonic Open World Style Tech Demo with a new update entry:

Sonic Open World Style: SonicZX

Been working on this new project off and on for over a year now. The gameplay of the Sonic cast is geared more towards action games rather then your standard beat'em up. All characters are faster compared to most mods, there's swarms of enemies but most of them die in one hit, special attacks are more powerful then previous Sonic mods, based on DBZ style flash animations and powered up versions of characters seen in MUGEN. In some stages you aren't stopped by groups of enemies, so just go as...

Read the rest of this update entry...
 
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