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Cart #sonic_25_sage-0 | 2020-09-08 | Code ▽ | Embed ▽ | No License
70

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
2

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
3

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

P#81621 2020-09-08 23:58
3

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
1

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
1

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

P#81918 2020-09-17 09:34
1

Wow, this is amazing.

P#81936 2020-09-17 20:30
1

How did you figure out the slope physics? I think that this would be a really good sonic fangame! Are you gonna add your own zones and stuff?

P#82392 2020-09-27 21:00
1

really coll

P#82393 2020-09-27 21:04
:: emu
1

Extremely good work. Feels so good to play.

P#82500 2020-10-02 04:35
1

Thanks, everyone :)

@MaJeeDooo0010 I'm aware of the spin dash bug, I just didn't prioritize fixing it because the classic games had it too, so it's almost like a legacy feature hahah
I might fix it later depending on how many tokens it costs to fix and how many spare tokens I have at the end.
I would love to make it a full game as a multicart (I made multicarts before), but this game will probably have just one level (as big as they were in the Genesis titles), with 2 acts. The main reason is that I want to start a Patreon for my personal projects, and I can't accept donations while working on a fan project.

@RayEz I saw your video! Pretty cool!

@Farewell_AstralDev There's a guide in the SonicRetro website for most of the core mechanics: http://info.sonicretro.org/Sonic_Physics_Guide
I'll just expand this one level to the size of a level in the classic games.

P#82876 2020-10-13 13:59 ( Edited 2020-10-13 14:00)
:: Taels
1

this is THE best Pico-8 game I've played so far.

P#82994 2020-10-16 02:51
:: Taels
1

I made a little art thing based off this.. maybe I should recreate it in Painto-8!

P#83040 2020-10-17 17:59

I haven’t played this game much, but it seems fun! Also, for the love of god, PLEASE add the drop dash. I would constantly use it and the game would be way faster

Edit: also I thought the big ring would be a special stage
It was the end

P#83627 2020-11-02 20:12 ( Edited 2020-11-02 20:15)

I'm not sure I'll add mid-air abilities like drop dash or insta-shield, but there will be a bunch of shield abilities.

Yeah, it's super short, it's just a demo for SAGE. I'll make a full stage later on.

P#83652 2020-11-03 10:53

Speedrun, it doesn't show here but it's actually 6.8 seconds not 7. For some reason the timer still plays for a short while after you hit the ring.

If you also want to speedrun, there's a few routes that work pretty well. It depends if you pick up shield or not.

{} SHIELDLESS {}

  • When the game starts, start charging up a spin dash to the left.
  • There's a loop at the start, but it cuts off to another part, where you'll have to press right instead. Make sure to practice this transition!
  • Don't jump in this part, unless you have to. Just hold right and let Sonic do his thing.

From here on out there's a branch. You can either go on the top of the platform, or in the middle of it. Usually you should aim for a specific one, depending on how high the spin dash launched you.

-- If you land in the middle, just hold right. Sonic will reach the goal eventually.
-- If you land on the top, jump off the platform around the middle-right, but don't jump off too close to the edge. If you do, you'll land on the platform and waste a lot of time.

{} SHIELD {}

  • There's a bug where if you hold left next to an item and jump, you collect it without actually lifting off the ground. So first, hold right until you're pushing against the shield, then jump. Make sure to still hold left when you're jumping. Because of this bug, almost no time is lost getting the shield.
  • Next, spin dash to the right. Follow the same steps as shieldless.

Once again, there's a branch.

-- The middle plays out the same way. You can try to shield jump south on the loop to save some time, but it's incredibly difficult and not worth it.
-- If you land on the top, try to jump as close to the edge as possible. When you're about to hit the platform, shield jump northeast, which will make you land on the other platform. Jump again. This time you'll hit the ring.

{} THOUGHTS {}

So how fast are these routes?

Believe it or not, the fastest route is shield top. Due to the item glitch, collecting the shield wastes virtually no time in comparison to not doing it. In addition, the shield jump makes shield top incredibly smooth. I got my personal best with this one. Average time is 00:07 with the occasional 00:06 that becomes a 00:07, due to the timer glitch.

Shieldless top is actually a lot faster once you learn the right route. Before you do it's horrid, but once you learn where to jump it's really smooth. Average time is 00:07.

Shieldless middle is probably the one you should start with. It's pretty solid and once you learn it you can move on to shield or shieldless top pretty easily with your newfound skills. Average time is 00:09.

Shield middle is the same thing, but getting the shield wastes time here, since there's no real reason for shield jump. Average time is 00:10.

P#83706 2020-11-04 19:39 ( Edited 2020-11-04 19:51)

@supreee That's a deep analysis for such a small demo hahah :)
I'll have to look into the timer bug.. Probably add a more precise counter when you finish the level, down to the millisecond >:D

P#83708 2020-11-04 19:55

@supreee That's a deep analysis for such a small demo hahah :) I'll have to look into the timer bug.. Probably add a more precise counter when you finish the level, down to the millisecond >:D

Gotta speedrun those demos.

P#83772 2020-11-05 06:17
1

WOAW incredible, really impatient to try the full game :p

P#83977 2020-11-08 12:47
1

Really, really impressive and I really, really look forward to more of this. Thank you for putting this out there!

P#84502 2020-11-19 23:30
:: Scrubz

Incredible! I decided to try speedrunning this for fun and, after about an hour, I can get fairly consistent 6 second time. My strategy is to:

> Walk right and jump while pressing against the shield to immediately get it.
> Jump right and shield down-left to get speed off of the slope.
> Follow the ground until the ramp and shield up to clip onto the platform.
> Immediately jump, shield down, and let go of down to land on the top platform.
> Jump at the very end of the platform to make it to the next platform.
> Jump at the right time to clip up to the next platform.
> And jump to the end.

The best run ended with a low-5 before the slight delay at the end.

P#84729 2020-11-27 05:02

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