We're a bit late for the party, but allow us to introduce you
Orbinaut Framework 2 Trailer. Spin your own classic Sonic masterpiece
Motion graphics & editing by
@LapperDev
Higher quality version will be available on YouTube later!
The day has come! Here is the first look at the gameplay of Sonic 1 Revisited, featuring act-based music by Karl Brueggemann. S1R made with GMS2 on our own framework and it is coming at
@SAGExpo
this September!
Full gameplay:
The time has come. This is it, the final FINAL release. Release 3.0. TONS of changes since 2.0, including:
- Full transparency support
- Distortion effects support
- TONS of QoL changes
and much more! Please visit the github link below for more details
Sonic Revisited (that's the final name!) is gonna be released at
@SAGExpo
this autumn!
SR, unlike Taxman's port, aims to be an almost perfect recreation of S1 w/ no additional features, i.e.vanilla game running in widescreen
FULL release is expected to come. Stay tuned!😉
Alright, that's enough teasing and playing around, here it goes: we're finally glad to announce our magnus opus - Orbinaut Framework 2!
Even better. Not a joke. Absolutely real. Here's of what to expect 🧵
Did you know that when it comes to jumping, Mania (and 2013 remakes) are inaccurate? In original game when you jump Sonic is starting his movement from the ground, while in the Mania he's starting to move in the air!
We've got this one covered in our project, by the way😉
Just a reminder that Orbinaut supports ANY resolution you want. And even more, it is supported that you can switch it on fly, right when you're playing!
#sonic
#fangame
#GameMakerStudio2
Orbinaut Framework 2:
#Godot
Edition. Coming 2024
It is a straight port of Orbinaut 2 from
#GameMaker
to Godot in C#. Same code, adapted for different engine and language
Stay tuned for more news in the future 🫡
Development led by
@MicG64Bit
Artwork by
@natufox08
Today we've decided that we need to fully embrace the name "Orbinaut Framework," so we're completely removing Sonic, Tails, Knuckles, and Amy from our project. We hope for your understanding
We are glad to announce the date of private beta test of the framework: July 17th!
The beta build of the framework will be sent to a few already chosen people, HOWEVER you can get a chance too: like this tweet, and we will randomly choose FIVE more people. Good luck y'all! 😉
Here is an actual example of how you can work with background parallax and palette sheets to achieve interesting effects. And all of it can be done very quickly and simply!
This is a WIP of
@SonicDVD
. Things are subject to change and might be not final
@TeamOrbinaut
Glad to see someone finally bothering to add all of knuckles abilities for once.
love his floating above the floor indefinitely move.
Gonna add the one where you can climb all over ceilings too?
Working on implementing Amy from
#SonicOrigins
into the framework 🦔
She works identical to Origins in terms of physics, animation and timings but on a more technical side (hitbox/collision sizes, pallette etc) she follows the rules of the original games
Here's some WIP footage
Layers. Layers are the most important thing in classic Sonic games because they make loops work. Since Sonic 2, originals use "path change" object, which behaviour can be configured.
And we coded it to work the exact same way! Its behaviour be configured via GMS UI
We are glad to announce that we are wrapping up the main development of the Orbinaut Framework 2! From now on, it is polishing and documentation writing
We remind you that OF2 will be released at SAGE this year, and we can't wait for you to get your hands on it
Stay tuned! 🦊
Time for an official announcement. SONIC 1 REVISITED IS CANCELED due to decomplication of 2013 ports of Sonic 1 and Sonic 2.
We'll still continue to work on Orbinaut Framework and try our best to bring you the most accurate and easy-to-use framework ever made!
We've been showing off multi-camera system lately, so here it is at work, with two players in a stage*
Everything you see is a WIP, as always!
*Tails is an AI 🦊
After I spent some time deep-learning on how fade-in and fade-out actually works in classic games, MicG was able to write a nice customizble shader. It is so nice to look at now 😏
#gamemakerstudio2
#gamedev
#sonicrevisited
You have waited for an entire year. We have worked hard for an entire year. And finally, here it is, the FIRST PUBLIC RELEASE of Orbinaut Framework source is here and available to download on our GitHub RIGHT NOW
Our presentation stage layout is done so here is some Amy Rose gameplay for you
Big mcthankies to N8 for making the level fun to play 🫡
As always, everything you see is work in progress and subject to change
It's not quite simple to do that due to the system supporting infinite amount of player objects (one can't simply reassign the object index)
but yeah, here you go
Caught in 4K 📸
Unlike OF1, Orbinaut Framework 2 supports multiple surfaces and cameras by its design, and it is not limited by 4
Simply register a new camera and it will automatically create a decidated surface for it. Set its size and position, and you're good to go!
Fun fact: when walking off any object or losing solid ground, your animation restarts. We have absolutely no idea why, but we have added it to Orbinaut
Fine, here's more, the almighty CPU player! (🫣)
It's NOT done and there are a few issues to iron out, but it turns out to be pretty much identical?
Okay back to work bye
@SAGExpo
We're finally glad to introduce our presentation stage, Moonlight Quadrant, with artwork done by the awesome
@DarkVampireDee
! (not final, missing some deco)
With that, we're super excited to announce that
@SonicDVD
is one of the fangames that will be using Orbinaut Framework 🎉
I continue to work on debug view to make it informative and stylish-looking. Added hitbox overview for the objects, since we give priority to our object_set_hitbox function to set object's hitbox instead of in-built UI tool.
Still it is up to you to choose what you want to use