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A template used for constructing games in GameMaker: Studio based on Sonic the Hedgehog titles for the Sega Genesis / Mega Drive.

License: BSD 2-Clause "Simplified" License

NSIS 0.63% Game Maker Language 26.70% GLSL 0.88% HTML 71.79%
gamemaker registered-trademarks studio template retro sonic-the-hedgehog sega sonic hedgehog constructing-games

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legacy-sonic-for-gms-1's Issues

Data Select Bug

When selecting the delete option, press the left button quickly until you reach slot 1 (but without the animation has yet reached), and then when you press start and left, this happens.

image

Ring collecting sound bug

When the ring counter reaches maximum, if you collect more rings, the ring collecting sound will not play.

Couple questions about how your shader engine works

GIF

  1. Is it possible to have multiple shaders being used at the same time? If not, not a big deal.
  2. Does the shader engine only support four colors? I did this,
    normal_color = array_create(5);
    first_array = array_create(5);
    second_array = array_create(5);
    third_array = array_create(5);
    fourth_array = array_create(5);
    Using array_create(5); instead of array_create(4);
    And set up the fifth color the same way I did the others, yet still only the first four colors animate.
  3. Is there a way to disable shaders for specific parts? Like the HUD.

Data Select minor bug

If you are in file deletion mode, select any file, and by directly pressing the start button, you will see the Eggman sprite slowly descend pixel by pixel.
image

This occurs when Eggman's sprite returns to the original position.

Sonic For GMS now supported by Game Maker Studio 2

A new update to GMS2 finally fixed the 1.4 importer, and now the Sonic For GMS engine runs well using it. The only issue is object FileSelectMenu uses a temporary variable called layer, which is now the name of a built-in variable. Changing this name allows the game to run fine on both VM and YYC mode.

If you think it might be worthwhile to support GMS2 as well, I could send you a key to the software if you don't already own it.
(Also I apologize, issues isn't the right place for this)

Snapping and getting stuck on terrain

I found this bug when testing out different terrain layouts. Basically, you either get stuck in a single place building up speed until you jump, or you snap to the terrain below. I uploaded a video to YouTube showing the bug in action: https://www.youtube.com/watch?v=_YQiwt1-3FE

I am not sure if this is intentional, or if it can be fixed normally. It only seems to happen when curve terrain is next to normal terrain. I am not sure if this happens if curve terrain is next to slopes, but I will test that out if needed.

Force Layer for loops entrance and exit

I see there is LayerFlip object, but if the player jumps over the loop, they won't be able to go through the loop backwards. Is there a way to force the entrance and exits layers of loops?

Global - Stage - Time Over does not occur

Device: Windows PC
Environment: Windows 10 Home
Severity: Major
Frequency: Always (10/10)

Steps to reproduce:

  1. Launch the Sonic for GMS executable.
  2. Progress to Demonstration Zone 1.
  3. Wait for the timer to expire.

Expected result:
The player character is defeated; "Time Over" appears on the screen, unless the player's last life was lost, in which case "Game Over" appears.

Actual result:
Nothing noticeably different happens.

How am I suppose to make the main character properly jump to another object's coordinates?

Sorry if I'm not allowed to ask this here. I wasn't sure where I could ask questions on how to fix something.

I'm attempting to implement the classic debug mode from S3K into the engine (I prefer it over the current one, which is kind of limited). I've run into an issue though while implementing it: the player character does not seem to be jumping to the debug object's coordinates properly.

I'm putting the player into the already provided debug state (which I removed the movement code from) with this code:
if (game_player_find(0) != noone) { with (game_player_find(0)) { if instance_exists(character) { with (character) { game_pc_perform(self, player_is_debug); } } } debug_active = 1; }

and attempting to make the player jump to the debug object with this code:
with (game_player_find(0)) { if instance_exists(character) { character.x = other.x; character.y = other.y; } }

Sorry that it looks sloppy. I'm not sure how to keep the formatting and line breaks. Also I uploaded a video of what happens in-game: https://youtu.be/G-hyQKXOW6w

Am I doing something wrong? Or am I suppose to be controlling the coordinates in another way?

Engine crashes when exiting the player_is_debug state while a newly-placed ring is attracted to you and an enemy is colliding with you

Just discovered this when implementing some of the recent bug fixes into my own build of the engine. Basically, when you create a new WorldRing object in the stage, get it attracted to you, go into the player_is_debug state, and exit the player_is_debug state while the newly attracted WorldRing and an enemy is colliding with you, the game instantly crashes with an error message.

I was able to replicate this in both my own build and the latest GitHub version of the engine.

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