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Cart #sonic_25_sage-0 | 2020-09-08 | Code ▽ | Embed ▽ | No License
43

This is my entry for SAGE (Sonic Amateur Games Expo) 2020.

The game is not finished yet, I'm releasing this demo for the event. The level is very short because it's using the default pico-8 map. The final version will have a stage as big as Sonic 2's Emerald Hill (and 2 acts if the compressed limit is in a good mood).

Still, it's fun to roll and bounce around the level like a THPS game. Have fun :)

CRT version:

Cart #sonic_25_sage_2020_crt-1 | 2020-09-10 | Code ▽ | Embed ▽ | No License
3

P#81589 2020-09-08 01:38 ( Edited 2020-09-11 12:22)

:: aquova
1

Short, but I really, really like it. You really nailed Sonic's physics, he controls and jumps very nearly to as he did on the Genesis games. Very excited to see the final game.

P#81594 2020-09-08 03:34
1

I've been watching the progress of this on twitter for the last few weeks and safe to say it's been worth the wait.
Fantastic stuff.

P#81595 2020-09-08 03:54
1

Awesome. Short but super impressive. Hoping for more updates, but really happy this exists.

Thanks for releasing the png cart, I have a pico-8 launcher and didn't fancy those data.pod standalone long term.

P#81608 2020-09-08 16:08
2

So accurate I need to go find a CRT to make the waterfalls look right!

P#81621 2020-09-08 23:58
2

So beautiful! I was wondering why there wasn't any quality sonic game in pico-8 yet!

P#81622 2020-09-09 01:10
1

Truly fantastic job - I dig very much your small rotation routine!

P#81624 2020-09-09 08:23
:: eevy
1

Amazing game! good job!

P#81625 2020-09-09 15:41
1

Beautiful work, the controls feels really accurate!

P#81657 2020-09-10 15:32
3

Thanks everyone! :)

@apLundell There ya go! hahaha :D

@freds72 It means a lot coming from you. I followed your tips of using closures for objects, pretty cool!

P#81658 2020-09-10 15:53 ( Edited 2020-09-11 12:20)

This shows a lot of promise and skill, I can only believe the final project will keep this skill, however, I have to ask, why the CRT filter?

P#81665 2020-09-10 19:34

@Dragonhearted apLundell mentioned above that he wanted to try the game on a CRT monitor, so I made a cart with the CRT effect as a joke. The original cart at the top of the page doesn't have this filter

P#81666 2020-09-10 19:44
1

@BoneVolt Ohhh, I accidentally got that instead of the original

P#81671 2020-09-10 20:14
1

I didn't have a chance to check out the code of the CRT version! Please post it again!

P#81753 2020-09-13 05:04

@StinkerB06 I moved it to the opening post :)

P#81799 2020-09-14 11:11
1

Nice. It's accurate to the controls(?) of original sonic games.

P#81816 2020-09-14 19:51

I've found a bug.
When you SpinDash, and immediately jump right after you release it, either you don't jump, or jump in place (as if you haven't even charged a SpinDash).
this is an issue i found in the Simon Wai prototype of SONIC 2 and the release version of SONIC 3. it's a very common issue in all classic Sonic games, but it's near impossible to pull off.

perhaps you might need to change the refresh rate to 60FPS using _update60() instead of _update(), which is something I found out about not too long ago in the comment section of Bridgs' first Tutorial video.

Edit: so I delved deeper into the code and turns out that you DO use _update60() function. My bad...
Anyways, this Demo is just wonderful. I've longed for an actual PICO-8 Sonic game, and this is it! I know this is a demo, but I can't stop playing it. It's really, REALLY fun to just hop around and using your momentum to go faster. Perhaps you can work on your whole vision of it and release each zone in a separate cart, and use savecodes to transfer data like the score and rings collected.

Thank you for making this.

P#81917 2020-09-17 08:19 ( Edited 2020-09-20 12:26)
:: RayEz

I beat this in 6 seconds lol, i have a video on my youtube channel xd

P#81918 2020-09-17 09:34

Wow, this is amazing.

P#81936 2020-09-17 20:30

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