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I have been working on a little game of sorts last month, It is inspired by SRB2 and the Canceled game Sonic X-treme, originally I started this project way back in January of last year as zSRB2 and the project has been canceled since then due to various engine limitations and stuff I couldn't replicate properly,
I have expanded on the game with lots of new features and fixed various bugs and annoyances, and the scope of the project has changed a bit, presenting you Project SSS : Sonic Speed Streak.
Please note this is a work in progress and includes only 1 Test Ground level meant to showcase some of the features and also to test the game, If you want to get more levels you can find some I made for testing here.
Please note the game currently requires Zandronum 3.0 or Higher to work, because it uses some Actor flags and ACS functions as well as some Multiplayer features that are exclusive to Zandronum, the game also only includes 1 test level so If you want more levels there are couple I made for testing on the same blog.
Spoiler: Features
Classic Sonic gameplay, play as Sonic the hedgehog, Blast through various stages, plenty of speed and platforming.
New Health system, If you have 1 Ring or more and receive damge, you get pushed away and you drop your Rings (unless you have a shield, then you won't drop your rings), getting hurt with 0 rings and no shield kills the player, Improvement over zSRB2 is the Rings now have proper bouncing physics, eventhough can't be picked up while bouncing.
Tails, though currently not included with the base game because I don't have sprites for it yet (and because It's not fully finished yet), there's a test mod here made out of various sprites extracted from other official Sonic titles.
Powerups, Standard Shield, Bubble Shield, Flame Shield, Invincibility and Speed Sneakers, Spindash in air to use their abilities.
Bouncing Physics, unlike zSRB2 which was tic-based this is fully momentum based just like the Classic titles.
Improved movement handling, less slippery.
Use Sonic's special moves such as Double Jump and Spindash.
Full Xtreme Player sprites set, using as many Xtreme sprites as I could to make animate smooth as butter.
Underwater system, Sector specific water level and proper Sonic-style water physics (Decreased Gravity and Speed), also Burst out of water (velocity based) like the Classic games.
Various sector effects such as Crumbling blocks, Zoom Tubes .. etc recreated as thing types to allow for easy level setup.
Level Finish sign, supports Multiplayer aswell sv_playerstoexit <value> sets number of players required to exit the level.
Checkpoint system, activating a checkpoint will update respawn location and angle to be the same as the checkpoint activated (for Multiplayer), It's Autosave in Singleplayer, the order is determined by the first argument of the thing.
3 Laps Race level type (Multiplayer).
More to come later on....
Spoiler: Few Screenshots
Spoiler: Credits
Invincibility, Speed up, Intermission and Title Screen Themes from Sonic 3D Blast and Sonic R by Sonic Team.
Test Ground level music Life - by y0c1e.
Xtreme sprites, textures exported from the Sonic Xtreme Compendium.
Various other sounds, sprites and textures extracted from Sonic 1,2 and 3.
Few leftover sprites from zSRB2 belong to Sonic Team JR, will replace them soon.
The ArmyGuy for allowing me to use his Chasecam mod as base for the Chasecam.
Less Slippery Doom Movement Code by Nash Muhandes.
Jokes aside please keep at it, there is a lot of potential here. IMO you should focus a lot on the level design. Sonic games have a certain rhythm to the level design that is hard to replicate.
Thank you, I will try to make some levels when I have time, I hope this will turn out good.
I also just updated the game to improve the jumping and make it feel more floaty similar to the classic titles, this should lead to better control, I've also released various other updates before but I just thought they were too minor to post here, Thanks again.