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TSS: The artwork looks gorgeous! Who is the artist for this project? Lewis: There’ll be a decent array of starting zones to pick from, and through a combination of brand new assets and time of day options, you can make a stage your own. TSS: What sorts of level environments can we expect to see? Without giving too much away, there’s a ton of possibilities you’d expect from a ‘maker’ game which you didn’t find in any of the Genesis titles, all while making use of twists on the original items only. Of course there’s then all the ways Sonic can interact with items which he never used to be able to, such as spin-dashing or pushing on top of a push block to get it away from a wall, or drop-dashing into it to make it fly along the ground and slide down a hill. Maybe that stack is sitting on a moving platform? Maybe the blocks hit a spring that points at a button? Maybe they land a specific way if you push them into the correct platform/spring combination and only then can they form a staircase? Maybe these and other gravity affected items will be able to make use of seesaws? For example, you can stack multiple push blocks and push the entire stack (but be careful, they can crush you!). Aside from very specific areas such as the little block/spike trap puzzle in Marble Zone Act 1, items rarely interacted with each other.Ĭontraptions like this and more can now be created using a huge list of compatible items. The Genesis Sonic games didn’t (for the most part) have a single sandbox gene in them. TSS:What sorts of things have you added to Sonic Studio that haven’t been in a Sonic game before?īut most integrally – interaction. Though of course, the physics and gameplay will be as identical to what you’re used to as I can get it, that’s a priority. The most unique gimmick and main draw of Sonic Studio comes from using vectors for collision rather than tiles – but more important is creating a sandbox plaything rather than a strict Sonic stage creation tool. Sonic Studio itself began creation after Mania, in GameMaker Studio (which is better than anything else, of course) and once I had a good framework going, it carried on naturally from there. You could do a lot more with any normal Sonic framework in Game Maker, and MMF, etc. Valiant and ahead of the curve as they were, these efforts fell flat on the creative front. SMM certainly inspired the design philosophy for the current development, but I began creating Sonic level editors back in 2010-ish, inspired (again) by PlaySEGA’s level creator. Lewis: Most would probably imagine that I was first inspired by Mario Maker and… that’s only slightly true.
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TSS: How long has Sonic Studio been in development, and when did you start putting it together? Short bonus editor video for you great people, to tide you over while I edit this QnA video way too slowly (sorry) #SonicStudio #FanGame #SonicTheHedgehog /FgA0pjYvgM So the challenge presented itself to me, and I jumped on it.
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Building stages with tiles is tried, tested, and true, but does not lend itself to much creativity when building a slope-y playpark, or at the very least it’s mind-numbingly painstaking.
I had no life then… and I still don’t, I suppose?Īs time went on and after multiple attempts, I began to realize that creating a Sonic stage editor which not only was true to the originals but was also fun to do not only to play, it would be an uphill battle. It didn’t exist and I was an imaginative idiot, but I never gave up on the dream that’s for sure. Lewis: I first had the idea one Christmas when I thought up and asked for exactly this: a creative suite for creating Sonic stages. is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.TSS: What inspired you to create a Sonic level maker?
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Music from the soundtrack "Dueling Ages" by Hinchy et al.
#GAME MAKER STUDIO SONIC FAN GAMES SOFTWARE#
The contributors to this software are in no way affiliated with SEGA® or Sonic Team®, nor is any intent made to gain financially from or infringe upon said copyrights or registered trademarks. LicensingĪll copyrights and registered trademarks of 'Sonic the Hedgehog', all associated characters, art, names, terms and music belong to SEGA®, and are not subject to any licenses associated with this project. Playable binaries are available in the Releases section if not, visit Overbound Game Studios to play the original 2017 release of the game. A classic-style Sonic fangame epic with time travel, accurate physics, custom pixel art, a fully original CD-quality soundtrack, and sprawling zones with loops, gizmos, alternate routes, and hidden secrets! Stop Metal Sonic from capturing the Time Stones and resurrecting his former master.
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