Can you add Baaren (from Super Bear Adventure) to Sonic RingDash?) I'll try to make a sprite for the character when you agree. By the way, this game is very cool!
we hope you are doing great. I am Areeba (aka Titania) from the BrewOtaku-Team, we are launching BrewOtaku #003 - The Homebrew Gaming Magazine soon.
We loved your work, and we have mentioned "Goomba BreakOut, Ring Dash and Boulder Crash” in it. Kindly share your contact details so we can share it with you. You are anyhow free to share this on your social media channels or homepage.
cool. well since this is technically a pac-man clone. why not have Pac-Man himself as a playable character. he did crossover with sonic after all. and not only that, but pac-man with the sonic shoes as well. also i just now noticed this almost over 2 weeks since your reply ^^;
(and if not possible for these sprites, then use the Pac-Man 2 sprites as a backup lol)
Ok, I have put in Pacman using the above spritesheet. With a few amendments to his chomping animation. Let me know what you think. Some minor issues with the graphics sheet. Was this for a PC version? As there were a lot of colour variations, which i had to shift through to make into a 16 colour sprite.
huh, well that's odd. but regardless, thank you for adding my Pac-Man sprites into the game. and i might as well share my other character ideas here too if that's okay.
Thanks, I am glad you like it, this game will be ported to the Desktop at some point (Linux and Windows) and the DS, and there are also 3D versions for those platforms, which will come later also :). The GBA isn't so bad to code on, when you get some practice on it.
after playing the game thoroughly, front-to-back, i can confidently say this is a very nice experience and pac-man like game! :]
HOWEVER!
there is a HUGE BUG regarding some levels (mainly 9 and 12) regarding the object count and sound driver, i thought it was due to me not moving, but it turns out that, due to the song in question being used, it causes it to be on a VERY STRICT TIME LIMIT before the game either crashes, or kicks you back to the title screen before some objects can be collected to prevent the crash or just to die on purpose to force the level to reset before it can crash or in this case, perform random pauses and un-pauses to actually continue, in level 12 its near-impossible to do the death strat w/o doing some arbitrary pausing and unpausing ritual in order to beat the level, i spent the better half of 10-12 minutes trying to actually beat the level with savestates to beat it, and when the object count was low it finally let me beat the level normally, now it could've been the emulator i was using (visual boy advance) but im not sure, PLEASE do some more testing next time so i don't have to suffer like that! below is an attachment of what i was talking about and an image vba spat out when play thru level 12
Hi, thanks for pointing this out. I have gone in and double checked and it plays fine on a real Gameboy advance, I have a Sp101 version - which i use to test the ROMs on after testing in the emulator that i use. I have been testing in an emulator called mGBA. I just downloaded VirtualBoy Advanced-M and tested those levels in that and they work fine for me also. But I code and test on Linux Mint. Unfortunately not all emulators are coded equally and some only emulate actual functions from the main Library files of the official Developer Libraries - like the N64. I do try and catch all bugs before posting up, but I can't test in every emulator. Can you post up the version you are using please, so others can avoid using it in the future? Many Thanks Bri
Thanks for posting this, as others would encounter this, if they use that version of visualboy advance. I did try an old version i have in windows 10, which worked, but I don't know the version of it. It is quite old, I have had it for ages. Some times the emulators seem to target the official libraries that were used and not emulate the hardware of the machine. Which is the case for the N64, most ROMs for that which I build with DragonLib only work on actual N64's and a few emulators that actually emulate the N64 not its libraries. Thanks for sharing this.
We had some time to play it, finally. You should add more levels for sure. There are dead ends, but enemies don't respawn - so at the end the difficulty is fair. Well done so far
Thanks for you review. I like maze like games, so try to keep the levels quite fair and avoid too many cheap gotchas. I now have a more dynamic level system working, where I can expand the size and change the shape of levels, so I will both expand and add more levels soon. I also have 2 more new players to add to the game now. Dr Robotnik and Motobug, also coming soon. :)
This is really cool, it has a lot of potential! I love simple fun little homebrew projects like this, I can’t wait to see what other levels and potential characters get added! Cheers! ^^
I checked out the Sonic Advanced and Pink edition and just went with the Pink edition at the time. However after checking out her sprites on sonic CD and sonic origins, I have changed her to a mix between them both. She now looks like a hedgehog. I hope you like the new version, let me know what you think?
It depends what that is and what you need me to do? :)
I can give out info on coding on retro consoles in C if that is what you need?
And I am happy to provide some tools for converting graphics from .png's to those systems. I have a few command line tools already, posted up on line on my SourceForge page, links for the tools can be found on my YouTube channel 'Retro C Game Programming' for the MegaDrive, Gameboy, Master System and GameGear.
I have some knowledge on the following consoles: PS1, N64, Wii, C64, Vic20, BBC Micro, GameBoy, GameBoy Advanced, Master System, Mega Drive, NES, Super NES, DS, and i do some coding on Linux and Windows using SDL2 / OpenGL. So maybe able to help with topics on them. I am also putting out tutorials on YouTube around 1 a week now and will go through those consoles eventually. I may also put out some retro games on those systems, still not sure if Itch is best for them, but haven't looked at any alternatives.
I totally agree with what Retroguru's aims are, but I am happy to stay as a solo dev at the moment. And thank you for the offer. Most of the games that I upload in the future will be heavily influenced by the 80's & 90's games, and hopefully won't be over complicated.
Thanks for your review. Yep the camera view does make the game a bit harder. Coding on the GBA, does have a learning curve to it, but it is ok once you get past that. The SNES is harder. If you are interested in learning to code on the GBA, you should check out my Youtube channel, as I will be starting a series on it in a couple of weeks. Currently finishing off with my SNES coding tutorials. Retro C Game Programming. So far i have covered Gameboy, GameGear, Master System, NES, Mega Drive and currently on SNES.
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Can you add Baaren (from Super Bear Adventure) to Sonic RingDash?) I'll try to make a sprite for the character when you agree. By the way, this game is very cool!
Hi, thanks for your kind words. I am sorry but I am no longer actively working on this game now, as I am developing a Super Nintendo version.
playable amy makes this game peak
Thanks, any other character you would like to see added?
Greetings BriG78cx,
we hope you are doing great. I am Areeba (aka Titania) from the BrewOtaku-Team, we are launching BrewOtaku #003 - The Homebrew Gaming Magazine soon.
We loved your work, and we have mentioned "Goomba BreakOut, Ring Dash and Boulder Crash” in it. Kindly share your contact details so we can share it with you. You are anyhow free to share this on your social media channels or homepage.
We look forward to hearing from you soon.
Kind regards
Titania
Hi, sorry about not responding, did not get any info anybody had posted anything.
Thanks for the mentions, much appreciated.
You can email me at rcpg_contact@yahoo.com
Many Thanks
hey thank you for replying, we have mailed you. you might want to remove your contact information to prevent potential spam :)
are there any more characters planned for this or will there be suggestions for them?
Hi, there can be if you want them, just let me know how else you would like to see and maybe I can add them
cool. well since this is technically a pac-man clone. why not have Pac-Man himself as a playable character. he did crossover with sonic after all. and not only that, but pac-man with the sonic shoes as well. also i just now noticed this almost over 2 weeks since your reply ^^;
(and if not possible for these sprites, then use the Pac-Man 2 sprites as a backup lol)
Ok, I will look to add Pacman from your spritesheet, soon. Should be interesting to see him in the game :)
Ok, I have put in Pacman using the above spritesheet. With a few amendments to his chomping animation. Let me know what you think. Some minor issues with the graphics sheet. Was this for a PC version? As there were a lot of colour variations, which i had to shift through to make into a 16 colour sprite.
huh, well that's odd. but regardless, thank you for adding my Pac-Man sprites into the game. and i might as well share my other character ideas here too if that's okay.
Ray and Mighty and Metal Sonic
Now this is incredible for a Sonic fangame on GBA of all platforms!!
Thanks, I am glad you like it, this game will be ported to the Desktop at some point (Linux and Windows) and the DS, and there are also 3D versions for those platforms, which will come later also :). The GBA isn't so bad to code on, when you get some practice on it.
after playing the game thoroughly, front-to-back, i can confidently say this is a very nice experience and pac-man like game! :]
HOWEVER!
there is a HUGE BUG regarding some levels (mainly 9 and 12) regarding the object count and sound driver, i thought it was due to me not moving, but it turns out that, due to the song in question being used, it causes it to be on a VERY STRICT TIME LIMIT before the game either crashes, or kicks you back to the title screen before some objects can be collected to prevent the crash or just to die on purpose to force the level to reset before it can crash or in this case, perform random pauses and un-pauses to actually continue, in level 12 its near-impossible to do the death strat w/o doing some arbitrary pausing and unpausing ritual in order to beat the level, i spent the better half of 10-12 minutes trying to actually beat the level with savestates to beat it, and when the object count was low it finally let me beat the level normally, now it could've been the emulator i was using (visual boy advance) but im not sure, PLEASE do some more testing next time so i don't have to suffer like that! below is an attachment of what i was talking about and an image vba spat out when play thru level 12
Hi, thanks for pointing this out. I have gone in and double checked and it plays fine on a real Gameboy advance, I have a Sp101 version - which i use to test the ROMs on after testing in the emulator that i use. I have been testing in an emulator called mGBA. I just downloaded VirtualBoy Advanced-M and tested those levels in that and they work fine for me also. But I code and test on Linux Mint. Unfortunately not all emulators are coded equally and some only emulate actual functions from the main Library files of the official Developer Libraries - like the N64. I do try and catch all bugs before posting up, but I can't test in every emulator. Can you post up the version you are using please, so others can avoid using it in the future? Many Thanks Bri
its the regular visualboyadvance, the one before the "m" abbreviation at the end
ok so quick update, it was visualboyadvance 1.7.1
Thanks for posting this, as others would encounter this, if they use that version of visualboy advance. I did try an old version i have in windows 10, which worked, but I don't know the version of it. It is quite old, I have had it for ages. Some times the emulators seem to target the official libraries that were used and not emulate the hardware of the machine. Which is the case for the N64, most ROMs for that which I build with DragonLib only work on actual N64's and a few emulators that actually emulate the N64 not its libraries. Thanks for sharing this.
We had some time to play it, finally. You should add more levels for sure. There are dead ends, but enemies don't respawn - so at the end the difficulty is fair. Well done so far
Thanks for you review. I like maze like games, so try to keep the levels quite fair and avoid too many cheap gotchas. I now have a more dynamic level system working, where I can expand the size and change the shape of levels, so I will both expand and add more levels soon. I also have 2 more new players to add to the game now. Dr Robotnik and Motobug, also coming soon. :)
great :)
This is really cool, it has a lot of potential! I love simple fun little homebrew projects like this, I can’t wait to see what other levels and potential characters get added! Cheers! ^^
Thanks, and this is just the GBA version. I may release a DS and desktop version in the future, with possibly one other console.
This looks like a Pac-Man clone! I really wish Amy was in this. After all, this looks easy as pie! Could you add Amy as well?
Hi, I have found some Sprites of her on line, so yes, I will look to add her in to the game soon.
Good news, she is now in the game :)
why did you use pink edition amy instead or amy in sonic 1 amy, or sonic origins amy?
I checked out the Sonic Advanced and Pink edition and just went with the Pink edition at the time. However after checking out her sprites on sonic CD and sonic origins, I have changed her to a mix between them both. She now looks like a hedgehog. I hope you like the new version, let me know what you think?
much better, tho the enemies look girlish even when you aren't select her lol, unless that's intentional :V
also thx for adding a pause to the game!
makes ripping it much easier X3Any idea if we can assimilate you to the Retroguru collective ? :) Regards Kojote / Retroguru^BrewOtaku
It depends what that is and what you need me to do? :)
I can give out info on coding on retro consoles in C if that is what you need?
And I am happy to provide some tools for converting graphics from .png's to those systems. I have a few command line tools already, posted up on line on my SourceForge page, links for the tools can be found on my YouTube channel 'Retro C Game Programming' for the MegaDrive, Gameboy, Master System and GameGear.
I have some knowledge on the following consoles: PS1, N64, Wii, C64, Vic20, BBC Micro, GameBoy, GameBoy Advanced, Master System, Mega Drive, NES, Super NES, DS, and i do some coding on Linux and Windows using SDL2 / OpenGL. So maybe able to help with topics on them. I am also putting out tutorials on YouTube around 1 a week now and will go through those consoles eventually. I may also put out some retro games on those systems, still not sure if Itch is best for them, but haven't looked at any alternatives.
Look for Retroguru and let me know if you want to join the crowd ;) You would be a good addition to the team.
I totally agree with what Retroguru's aims are, but I am happy to stay as a solo dev at the moment. And thank you for the offer. Most of the games that I upload in the future will be heavily influenced by the 80's & 90's games, and hopefully won't be over complicated.
very impressive for being made on the game boy advance it must be hard to code for that thing
other than that this is just a pacman clone with sonic themes and a smaller camera view
8/10 very good
Thanks for your review. Yep the camera view does make the game a bit harder. Coding on the GBA, does have a learning curve to it, but it is ok once you get past that. The SNES is harder. If you are interested in learning to code on the GBA, you should check out my Youtube channel, as I will be starting a series on it in a couple of weeks. Currently finishing off with my SNES coding tutorials. Retro C Game Programming. So far i have covered Gameboy, GameGear, Master System, NES, Mega Drive and currently on SNES.