In Progress [Demo] Sonic SatAM Liberations 0.1.1

The project is currently under development.

NickyP

Active member
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Download: http://gamejolt.com/games/sonic-satam-liberations/113176
Download (Chronocrash): (coming soon!)
Download (Mediafire): https://www.mediafire.com/?pij1l1bgv5gscn8

What's new?
----0.1.1
-Updated Rotor's running stage version; his backwalk used to be his normal walk, now he stays on the hoverboard.
-Slightly increased Tails and Antoine's attack power.
-Fixed the death animation bug that occurred in Astral Espionage Act 2.
-Changed Boss 1's targeted attack. Instead of a missile spam, it's now rapid artillery shots.
-Changed the "stage clear" theme to the episode title card theme from SatAM
-Added the SatAM episode title card graphic as the background for the "stage clear" screen

Surprise, surprise.  ;)

This game is a collaboration between myself and DJGameFreakTheIguana. It's a 4-player beat 'em up based on the 1993 American TV series, Sonic The Hedgehog--better known as Sonic SatAM, as it aired only on Saturday mornings.

This demo was prepared for S.A.G.E. 2015--the Sonic Amateur Games Expo. The event doesn't take place until December 18th, but DJ and I like to look out for our own. You guys get to play it first, because it's you guys. We love you guys. And hopefully, you love us!

The game features three modes: Story, Arcade, and Character Profiles.

Story Mode: Play through the game as it was intended; with cutscenes that are clips from the actual SatAM TV series.

Arcade Mode: Play through the game without cutscenes. Good for players who wish to jump straight into the action without delay.

Character Profiles: Unfamiliar with Sonic SatAM? You can view a brief background history about the main cast.

The Pak is in the Paks folder, if you want to run it on your OpenBOR build of choice. I included other builds in the Other Systems folder, though; but this is mainly because we're releasing this to an audience that's largely unfamiliar with OpenBOR.

I recommend you set music volume in Options to at least 200. If you're playing from the Windows OpenBOR version in the zip archive, all the configs are already set up.

Even though this is a demo, it's quite long. There are four Stages with two to three levels each. Story Mode alone will last you at least an hour.

Merry Christmas from myself and DJ.  8) Have fun.
 
Good work to you both! 8) Really love music you choose for all of the stages, the game pretty straight forward action and honestly I liked it. If only sonic can do the speed dash, you know when holding down and you keep pressing the jump to charge up then release and BOOM! ;D

Anyway what is the music you use in the first level of stage 3 and for the bosses and mid boss? I like those those ones a lot thanks. :)
 
Thanks a lot NickyP! :D

Wow I never knew about these other games before I only know Mega Man Network Battle lol. :D
 
Gosh. I'm really loving this! It's because I used to like watching Sonic on Saturday mornings as a kid and you and DJ did it great! Right now, I'm starting level 1 in-game. Though I can't remember the rest of the episodes, the song was the only thing I remember. Thank you guys. ;D You brought my childhood memory into the game. Congrats, guys!

Merry Christmas to you guys and everyone!
 
Glad to hear it, Maxman.  :) I loved this show when I was a kid and always wished there was a game based on it. So I asked for DJ's help and we made it a reality.  ;D

When I worked on the first two Stages, before I contacted DJ to collaborate, I had to do a lot of research on the series. I basically had a marathon of a bunch of episodes, so I could choose cutscenes for the game. And that experience really helped me appreciate the show in a whole new light. This was the first time I really watched it since I was a kid, you see. And having now seen it as an adult, it was just so ahead of its time for an early 90's cartoon. Yeah, the animation had mistakes and the writing wasn't always perfect... but, much like Batman: The Animated Series, it was a cartoon that took its audience very seriously.

So for me, making this game was a quite an enjoyable experience.
 
I'm going to put my thoughts over the game.

I don't think I'm good with putting good points (or probably I forget), but I'll try my best to sum up. The good:

- I like when you control Sonic to attack from both left and right in the running stages. Like, pressing forward + attack to attack forward, just attack to attack, and back + attack to attack backwards.
- I love every part of the scenes of episodes you took for the story mode, though there are a little bit of color mess. However, it's really okay to me. You put most scenes to fit to the stages story-wise.
- I think you got some nice challenge with boss/mid-boss patterns specially for one mid boss in the first stage which you have to jump attack and stay away from the attack. You tried making different patterns for the bosses (including mid-bosses).

I don't want to call it "the bad", but as always, I put my thoughts, ideas, and suggestions as feedbacks. Feedbacks:

- After losing 1 life, Bunnie's death animation in 2D platform in stage 4, prevents her from falling down all the way to the screen. Instead, she remained on the z platform. Plus, I just tried with Sal just now. It seems the problem could be subject_to_wall or something. Dunno.

Sonic_Sat_AMLib_SAGE15_Demo_0005.png


- There's something strange with the hornet enemy in the same stage (4-2). The hornet looks like he's flying until he falls down to one block and he's not floating, but having no jump anim for him is okay since he's supposed to be a flying enemy. However, for stage 4-1 in the sky stage, I see he drops down from the sky as you feel that he should come from the sky. May I suggest if you could use anim follow as a spawning animation with a spawning script? Probably you could make him float from the sky and start attack you. You could add a floating/flying script like the flying enemies from Bloodbane's Crime Buster mod, and probably some chars from zvitor's MFA2.

For spawning entities, you can script spawns for any entities. You can use this one:

Code:
spawn enemy
@script
void main(){
void self = getlocalvar("self");
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW3")); 
}
@end_script
coords 230 201
at 285

Or..

Code:
spawn enemy
@script
void main(){
void self = getlocalvar("self");
performattack(self, openborconstant("ANI_FOLLOW3")); 
}
@end_script
coords 230 201
at 285

- Now that I talked about spawning animation, I thought of the text in every beginning of the first stages for controlling your players from not moving. For example, you're Sonic and you're in the first stage where the text says "Act 1-1". You can script that text sprite/char for controlling player if you don't want him to move anywhere until it disappears. It's possible to do so and mersox's Power Rangers could help. While your character/player roams freely, I understand that you really wanted the text (I noticed it's an enemy type because of prevention) to prevent the player from proceeding until it's gone.

- For Rotor in the running stage, even though his attacks are unique, like shooting and using drill as attacks, what gets me is that when moving back, he has no red riding board like in act 2-2 for example. Plus he jumps without it. I bet it's kinda complicated to refine stuff for him and the board when you want to use him for the running stage.

So far, as I said, you guys did a very great job in the game. You can find time to refine some stuff for it. I thought of making animated rings as life points, like 5 rings in 2 rows. Gameplay is good to me though.

malik already shared the solution for displaying health values with percentage. So I thought you could do something similar for lifebar. I'm not worried, but I thought of giving you some ideas about creating custom health. Dunno if you had checked.

http://www.chronocrash.com/forum/index.php?topic=2441

 
Thank you for those thoughts, maxman. We appreciate the feedback  ;D

The death animation bug is an oddity than neither DJ and I encountered... probably because the only time we lost a life on that level was by accidentally falling into a pit. I think resolving it is a matter of me making the delay shorter on the death animation... it starts with a jumpframe, and then movea -100 followed by several frames. I'm not sure I know how to make it so that the character falls through the wall, but I can at least make them disappear in a shorter time.

The cutscene color loss is purely for file size considerations. The cutscenes are gifs--I didn't know about WebM compatibility until it was far too late. The gifs are optimized for smaller file sizes... basically, every 30 second gif is about 4-6 mb. Without optimization, it would've been 13-18 mb. So I chose to sacrifice image fidelity in order to prevent this demo from being 800 mb. Make sense?

Rotor is just a matter of editing a few frames, not a problem. Thank you for the suggestion. As for the other points, we'll look into them.

But, I have an important question for those of you who downloaded and played the mod. Did you run it off of the Windows build I included in the archive? It seems to work fine for most people, but I've been getting some reports (outside of Chronocrash) that OpenBOR crashes upon startup. I don't know if it's the video settings I preconfigured, and maybe that's causing trouble for some machines.
 
To avoid having weird effect like you got for falling around the platform, it's very possible to use it. To do it, use this for your character's death animation (not in spawn script LOL):

Code:
@script
void self = getlocalvar("self");

if(frame == 0){
     changeentityproperty(self, "subject_to_minz", 0);//Entity has no effect for z min
     changeentityproperty(self, "subject_to_maxz", 0);//Entity has no effect for z max
     changeentityproperty(self, "subject_to_wall", 0); //Entity has no effect for wall platforms 
}
@end_script

They have no effects for z and walls for your character. Take note that when using subject_to_minz and subject_to_maxz for changing the entity property for z, they affect entity's reaction for z values in levels. It's something like subject_to_wall, subject_to_hole, etc. For example, when a level has a zmin of 160 and a zmax of 220, the character can be anywhere outside of zmin 160 and zmax 220 ONLY if there's subject_to_minz and subject_to_maxz scripts with no effect (0). If it's set to 1 however, they'll have effects on them so that means they can't stay or move outside of said zmin/zmax.

We got subject_to_wall for changing the entity's property for script though (not the one in the character header). Using the 0 value gives no effect.

Like you, I'm not used to WebM and I will learn how to use it any time. Also I see why you used gifs and that makes sense. It's about size.

Lastly, there was one time I encountered in the first stage when I was moving on and the scrolling stopped, but the enemies didn't appear as they are supposed to do. I quit the game and went back to it. It was on Arcade mode I went. It's very rare.

Nicky, I'm very sorry for missing your response on my feedback. I didn't see/missed reading it until tonight.
 
Maxman, your script worked like a charm. Thank you very much! I wish I could just upload the fixed version, but it's unfortunately not that simple. Few people would re-download a 230+ mb file for a small (but greatly appreciated!) fix like that alone. When DJ and I add more to the game, we'll upload a new version then.
 
Well, thanks to Bloodbane for showing me, I can script good, but still need to learn more. :) Gosh, I'm very glad I got my hands to scripting.

BTW do you want some characters (e.g., Sonic) to jump on enemies and move around in air, like, probably from Mario, Sonic, and Mega Man games? I mean controlling the jump movement. I can share it here or I PM you about the follow-up of jumping.
 
maxman said:
BTW do you want some characters (e.g., Sonic) to jump on enemies and move around in air, like, probably from Mario, Sonic, and Mega Man games? I mean controlling the jump movement. I can share it here or I PM you about the follow-up of jumping.

I have the script for that, and I chose not to use it in this mod. I may implement the bouncing mechanic on Sonic's jumpattack, but for now, I'd like to keep the characters the way they are.
 
nsw25 said:
its a good game but I have to agree and say I feel the moves need to be expanded as its very basic,

Your feedback is appreciated and understandable, but it's intentionally basic. The level length, enemy/boss AI, and the different level types were all designed around the playable characters' mechanics. This is how it was meant to be.

Think of it similar to Capcom's King of Dragons. Although it may contain secondary elements like the magic specials and leveling up, the core gameplay is quite simplistic. Yet, it still succeeds as a beat em' up because the rest of the game is adjusted to match the play style. If the characters in that game were transplanted into, say, the Dungeons & Dragons games, it wouldn't be the same.

DJ and I understand that perhaps there could have been an expectation of a more robust combat system--but the way the game currently plays is precisely how it was designed to play from the beginning.
 
I wish I could understand what they were saying--Google Translate thinks the comments are in English.

We began work on the next Zone, and I also made a few tweaks like increasing a few characters' attack power, and so on.

You can download a slightly updated version of the mod on GameJolt. It's the same content as the demo in the first post, but with the bugfix provided by Maxman.
 
Nick. I downloaded one from Gamejolt to check on the fix. However, you forgot to insert the script I provided for all players or maybe you uploaded the wrong one. :( Upload the fixed version.
 
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