The Daily Click ::. Downloads ::. Platformer ::. Sonic DIY demo
 

Sonic DIY demo
Author: clwe Submitted: 20th March, 2004 Favourites:0
Genre: Platformer Downloads: 1790
Rated:
Game of the Week Winner


Edited By clwe on 3/21/2004

Edited By clwe on 3/21/2004

Edit - For those of you who have trouble loading files. If you haven't done so, you should use the folders in the zip file exactly as they are (just extract the 'SonicDIY' folder and plonk it somewhere). The folder for the levels should be called 'Levels', with the capital, and it should be in the same directory as the exe files. Although again, it doesn't matter if you just extracted the SonicDIY folder.

Bear in mind that saved levels also go in this folder. So, if the folder isn't there with the right name, then the level wont be saved.


Second edit - I have uploaded an edited version that fixes the parallax/background object bug. That's it, though. So...it's your choice whether you want to re-download it, depending on whether you're serious about making your own levels, or playing the two-player mode.


Those of you who scream at the sight of ripped graphics may turn away now.

The rest of you, read on. In a nutshell, Sonic DIY combines accurate Sonic engine physics and gameplay with an easy-to-use designer that allows you to create your own levels. In addition, you can even play created levels in the two-player online mode (56k or upwards).

The level editor itself allows you to place tiles from three different zones, along with boxes, badniks obstacles and other pieces. The editor can be operated almost entirely with a mouse, or in conjunction with shortcut keys, making level design a snip. You can create realistic levels with hundreds, or even well over a thousand objects in place.

The demo has most (if not all) of the features that the final version will have. At the moment, you can only choose tiles from three different 'zones/levels', but many more will be available in the final.

There is one test level that comes with the demo, called...'test level', funnily enough. Full inctructions for both the game and the level designer are included, so be sure to read them if you get stuck with anything.

Review This Download



   


http://homepage.ntlworld.com/christopher.lowe7/sonicdiy.zip (4.56mb )



Posted by David Newton (DavidN) 20th March, 2004

Nice engine!
 
Posted by BullDozer 20th March, 2004

Heck, i have to download this! :D
 
Posted by Penguin Seph 20th March, 2004

Whoo!
 
Posted by Flava 20th March, 2004

Wow..
 
Posted by Mr Icekirby 20th March, 2004

SWEET! sonic rules! is there a tails though?
 
Posted by clwe 20th March, 2004

Tails is in there, but only as the second player (in the two-player online mode). Both characters handle exactly the same, anyhow. I considered adding other characters in with different moves, but doing the physics and the level designer was quite enough ;)
 
Posted by Justin 20th March, 2004

I couldn't get this to work when I DLed from Sage. As soon as I try to run the test level it says the name has been changed and I need to change it back. Then there's that big long description of how to change a level name, except it requires a password and you didn't include one for the test level. Argh.
 
Posted by clwe 20th March, 2004

I fixed that problem now, Justin. Basically, slower computers didn't decrypt the level fast enough before the game tried reading from the file. I didn't notice it at the time, as I had a fast computer. Oh...and I didn't include a password for the test level, as I made it. And I don't want anybody else editing it :-P (that could cause real problems in the two player mode)
 
Posted by Strife 20th March, 2004

I'm downloading this right away! And with 8 thumbs up already, it looks rather impressive. :) So tell me; are you planning on using your Sonic engine to make a full Sonic game, complete with a storyline and the ability to collect the 7 Chaos Emeralds? That would be really cool, considering the fact that i've never seen or played a completed Sonic fangame.
 
Posted by Justin 20th March, 2004

Play Sonic: Time attacked on sfghq. It's the best one I've played and it's complete.
 
Posted by Justin 20th March, 2004

Damn. As for engines this is the best I've played. Make a game out of this. . . or give it to me so I can make one.
 
Posted by Zip2kx 20th March, 2004

nice work!
 
Posted by Kris 20th March, 2004

great stuff, probably the best Sonic Tribute I've ever seen! two suggestions though: 1. a little sparkle on rings when you collect them 2. an explode animation for the bonus boxes
 
Posted by Kris 20th March, 2004

also, a duck animation X)
 
Posted by Cazra 20th March, 2004

I try to make it play the test level in the "levels" folder but it doesn't load it. It says "level not found".
 
Posted by Crystal Clear (H.E.S) 20th March, 2004

awesome :), this is great, the level editor kicks ass as well, good work!
 
Posted by NovaSoft{Dynecys} 20th March, 2004

I'm getting the same problem as Snerlin Of Neonair...
 
Posted by Mr Icekirby 20th March, 2004

hmm... i should edit the test level... maybe i should devote my time to finding that password... how in the world did you get him to run up walls? that is just awsome!
 
Posted by Tristan Clark 20th March, 2004

Yeh, this is a great engine - very smooth. Nicely done! The only thing I can think of that could be improved is the jumping - in Sonic games, tapping jump made u go only a tiny bit into the air, while holding it down produced a full jump. Is that something u might add?
 
Posted by Justin 20th March, 2004

Yeah the jumping needs to be fixed, and also he needs that push animation for when he's up against walls. Also when you're going up a hill and you go slowly he shakes back and forth.
 
Posted by Killerjedi 21st March, 2004

This is really awesome, it feels like a professional program in pretty much every way. I do have one question, though... How do you get loop-the-loops to work? I know that I must just be doing something stupid, but I can't for the life of me figure out how to make one that functions correctly. Can anybody help me out?
 
Posted by Ashman 21st March, 2004

This is kick ass except you have disrespected Tails, the single greatest Sonic character, and damn near one of the best gaming characters ever created. I love that little guy.
 
Posted by clwe 21st March, 2004

Phew!...looks like I missed quite a few comments yesterday. If it comes up saying 'File not found', then you're probably adding the extension at the end of the filename. In the 1 player screen, it says enter the filename "without the '.diy' extension". Just a hint ;). I thought I missed out a few things in the game, such as box 'explosions' and...even ducking. Got a bit lazy there, I guess. Had a slight shortage of animations at the time (I started the game in TGF). That slight shaking when Sonic goes up a slope only happens to the right. I've no idea what causes it, really. You can't create actual loops in this game (sorry!), but what you can do is create a loop that goes three-quarters of the way and add a fall-through platform at the bottom, where Sonic/Tails shoot up and then go round it. Take a look at the test level to see how I did it (there are two places). As for disrespecting Tails...hey hey, it's not like I've killed him off! He's there, but only in the two-player mode. I could always change that, though, as it's just an object swap. Thanks for the comments...I'll work on the variable jump height and other minor things soon. Has anyone tried the two-player mode, btw? It's in dplay, though (I really wanted to avoid using it, but without a server...)
 
Posted by NovaSoft{Dynecys} 21st March, 2004

Yeah like I was saying... I'M HAVING THE SAME PROBLEM AS SNERLIN OF NEONAIR... "I try to make it play the test level in the "levels" folder but it doesn't load it. It says "level not found".
 
Posted by clwe 21st March, 2004

Take a closer look at my last comment:- "If it comes up saying 'Level not found', then you're probably adding the extension at the end of the filename. In the 1 player screen, it says enter the filename "without the '.diy' extension"."
 
Posted by NovaSoft{Dynecys} 21st March, 2004

Yes... I CAN read... But that's not the problem On desktop, I have a folder called "level" which is where "test level.diy" is stored... So I load up the level player, select 1 player and type in "test level" then click "start"... Level not found... Mmmmmk So then, I make a folder called "level" INSIDE the "level" folder and put a copy of "test level" in that folder and try to load it, but nope. Oh, and I made a level in the editor and went to exit and save, but can find absolutely no trace of it on my computer?!?
 
Posted by clwe 21st March, 2004

Sorry about that...I thought you missed the text in the game. I can see what your problem might be, though. If you haven't done so, you should use the folders in the zip file exactly as they are (just extract the 'SonicDIY' folder and plonk it somewhere). The folder for the levels should be called 'Levels', with the capital. Although again, it doesn't matter if you just extracted the SonicDIY folder. If that's not it, then I don't know what else to suggest. Saved levels also go in that folder. So, if the folder isn't there with the right name, then...well, god knows where the files would end up.
 
Posted by Cazra 21st March, 2004

I got it to work. The sonic engine was done well, but some objects(spike towers and spike balls) aren't really well programed. Also, the background system object messes up after a while.
 
Posted by clwe 21st March, 2004

Ah...the (cheap) parallax backgrounds? That part was rushed and I didn't check it thoroughly, (just to please a few people at the time) so I can see why it might screw up. It hasn't happened to me before, though. The spiked balls could be done better, I agree...I simply copied them over from an old game. They work 'kind of' like they should, though, so it's a start.
 
Posted by Zircon 21st March, 2004

Ohhh great sonic engine, thumbs up there. Here is a suggestion : add the 'nearly' fallig animation, you know when he is close to the edge :) I love the animation.
 
Posted by NovaSoft{Dynecys} 21st March, 2004

Ahhh, got it Clwe! Thanks! Sorry about my dodgy attitude (lol), I was just desperate to give this a shot! Excellent stuff! Can't wait for the full edition :-P
 
Posted by Deathbringer 21st March, 2004

Fangames shall never die, only the creators (and hopefully creators of bad fangames will die soon)
 
Posted by SoftWarewolf 21st March, 2004

this is awesome! you definitly put alot of work into this but i got some complaints offcourse :P 1. sometimes when clicking start nothing hapends.. 2. on level editor i dont know how to move the start\goal so the level just ends at the begining 3.i cant move up slopes without speed 4. the background keep glitching up :\ 5. i didnt figure how to load my level back in the editor.. when clicking one of the load options nothing hapends
 
Posted by AS Filipowski 21st March, 2004

Why are you going for retro graphics? They look good but Sonic Advance's graphics are pretty neat.
 
Posted by AndyUK 21st March, 2004

this is great, i wished i knew how to get the slopes working without loads of detectors. although i dont know, you may have done.
 
Posted by clwe 21st March, 2004

Ok...time for a 'Q&A' session :) 1) Yeah, it does that now and then. There's a pause where you can't click on 'start', usually straight after clicking on 'view creator'. I just did it so that slower computers could keep up with the encrypting. 2) That one's simple - just press 'S' to place the start point and 'E' to place the end point. The controls are in the help file, right near the top...'oh no, not the help file!' :-P 3) Well...maybe the slope gravity is high, but you couldn't get far up 45 degree slopes in the Genesis games either, just by running. Still, you can just spindash up them. 4) Yeah, it happened to me once recently, too. It's not consistent, though...except that it can happen when Sonic dies and is sent back to a lamppost. I'll look into that. 5) When you create levels, the name and password of the newest one is saved in an ini...so all you need to do is open up the level designer, click on 'Load level', and the details will already be there. Then, just click on one of the two load options. As for why I chose Genesis graphics...well, a good reason would be because there are more levels between all the games and therefore, more variety (I'll have to try and get some original level graphics in, mind). I also like the graphics style more in general, really.
 
Posted by Strife 21st March, 2004

In general, cool game engine! :D But, there are sooooo many things you can do to improve it. A lot of the obstacles/gameplay elements are choppy, and some of the colors look pale. Also, I have some tips on where you can get graphics/sound/music for this game: For Sonic graphics, there's a bunch of really great graphic libraries here at the Daily Click. Go to the downloads section and type "sonic graphics" in the search box (or something like that). For Sound effects, I have a whole bunch of ready-to-use sounds. If you want, I can send you a ZIP file by e-mail. For classic Sonic BGMs, check out www.vgmusic.com. They've got over 15,000 music files; there's bound to be some Sonic music there. :p Of course, you don't have to listen me, but I just want to help out. :)
 
Posted by Cazra 21st March, 2004

Most of the Sonic midis on vgmusic.com are crappy though.
 
Posted by danjo 21st March, 2004

bloody good effort
 
Posted by vortex2 22nd March, 2004

I like the engine its really nice :). However the editor although it is ok is hard to use! you have to keep clicking and clicking to get the piece you want. IMHO if you just used a list with a preview box it would of been easier to get to a tile (and wouldnt wear out your mouse as quickly ;)) Is this made in TGF or MMF?
 
Posted by Buster 22nd March, 2004

Why do I get the error: "Cannot load kcdxres.COX. This object might need an external program or library not yet installed." When I try to load the game? I can run the editor fine though.
 
Posted by clwe 22nd March, 2004

Thanks Strife, but I have plenty of resources already. As for some of the colours looking pale...well, I actually used the 256-colour palette used in Sonic 2/3 for this game. Looks fine to me, but perhaps something could be added... Also...Vortex, there are a series of shortcut keys for the editor - press plus or minus on the number pad to go through the list of tiles in the current selection, for example. That's what the help file is for...yes, that document gathering dust over there :-P. This is made in MMF, by the way - it just wouldn't be possible in TGF. That 'kcdxres' error could be coming up because you have an old version of direct x on your comp, Buster. Still, all I'm doing is changing the res to 320x240 fullscreen with the extension...
 
Posted by Strife 22nd March, 2004

Well, maybe the colors aren't that bad, although, I used the "Klik N Play" palette for my Sonic game because its more colorful than the default MMF palette. I have a few more suggestions of what you can add in the full version: 1. The ability to make your own graphics/backgrounds and import them into the levels. 2. The ability to make water levels, and/or to change the color of the water. 3. MIDI music support! I hate using WAV and MP3 files. You can easily implement MIDI music with the MCI Object. Also, I think you should be able to assign a unique music file for each level, instead of one music file in the Options menu for all levels; that's just wierd... 4. These popular Sonic items could be added: Invincibility box, Dash ramps that give you instant speed boost (like the ones in Chemical Plant Zone from Sonic 2), platforms that crumble when you step on them, full loop-the-loops, corkscrews, magnet celings (like the ones in Flying Battery Zone in S&K), water slides, and those glass tubes from Chemical Plant Zone that take you from one place to the other. ;) In general, try to include as many obstacles from Sonic games as possible. 5. Obviously, more animations for Sonic and the ability to choose between Sonic and Tails (maybe even Knuckles). 6. Before the level starts, one of those screens that says ": Act One". 7. It seems like the gravity for Sonic's jump is a little heavy compared to the Sega Genesis games. Maybe you could decrease the gravity a little bit... 8. You should put more effort into the Badniks. Their movements seem rather basic and choppy, and their animations aren't that great either. Again, you can ignore my rambling if you want to. Just helping out. ;)
 
Posted by Evil Monkey 23rd March, 2004

It's impressive, but the slopes don't entirely represent the Genesis engine. And why did you have to use DirectPlay?! I can't even figure out how to connect using its incredibly confusing dialog!
 
Posted by clwe 23rd March, 2004

Hmm...some good suggestions there, Strife. While I have my reasons for not doing some things, having the level name appear at the start would be a nice touch. I wanted to do it, but I had no idea how. I could use the text object, but it would look...crap, to put it bluntly. The music feature was a last-minute idea and, since this is only a demo, I'll definitely improve on that. I did think about allowing people to make their own background sets, but to be honest, that would not be feasible. It's a nice idea, but to do that, I would have to make a huge variety of badniks and lots of obstacles from various zones...all into one frame for the editor, and one frame for the game. I honestly don't think my game could take that! (there are around 1200 events already). It would also cause real problems for the two-player mode, when people start fiddling about with background pieces (consistency between the two players). There will be many more obstacles and features added - when I get to doing the zones they appear in. I wont be doing all the levels, of course, but a good selection of them. Oh, and the invincibility box is in there (the level editor). As for the online mode...I didn't want to use directplay, but then I don't know of any free public servers that support mooclick. Therefore, I didn't really have a choice. If you get stuck trying to connect, I'll say those 'magic words' again...read the help file :-P I've explained the whole process, even how to use the directplay dialog.
 
Posted by hey hey shoe 24th March, 2004

holy sh*t this is good, can't wait til the full version is out!
 
Posted by hey hey shoe 25th March, 2004

if it's not like the original engine, then this is what it should be like
 
Posted by Silveraura 27th March, 2004

I made a nearly perfected Sonic engine, but everyone just completly ignored it! No one downloaded or anything just because it said Sonic.
 
Posted by Tom Whiteley 27th March, 2004

I am an EXTREME sonic fan; I've loved sonic since I was 3; My childminder had a sega meagadrive system with Sonic & Knuckles, I'm glad you made this amazing level creator!
 
Posted by pulsecode 27th March, 2004

Very impressive stuff indeed! A bit skittish in places, but still, really really good stuff!
 
Posted by Elvn 27th March, 2004

Wow! This is easily one of the better games I've downloaded from this site! The engine is amazing and it runs so smoothly. It's almost identical to the real thing! Good work! :) And the graphics have been ripped nicely too! ^^
 
Posted by Matiss 28th March, 2004

Cooooool this game is AMAAAZZZZING!! I can't wait until FULL version comes out so cooooool! Want more backgrounds!!! MORE MORE MORE! GIMMEDAT! - the game is super - my rating: 100/100 pts
 
Posted by skn3 28th March, 2004

Good engine. Ripping graphics sucks.
 
Posted by clwe 29th March, 2004

Not as much as my so-called drawing skills, believe me :-P. I'd rather see ripped graphics in a game then horribly shonky, original ones, but everyone to their own...
 
Posted by joelene 30th March, 2004

holy sh*t this is good, can't wait til the full version is out!
 
Posted by Monkey33333 1st April, 2004

Yo, clwe, YOU ARE AWESOME!
 
Posted by Iv4n 2nd April, 2004

Good work, clwe!!! I hope you'll release an updated version soon.
 
Posted by X_Sheep 3rd April, 2004

Please notify me what date you're gonna release the full version... I don't want my game to end up in the same GOTW poll XD
 
Posted by cu cu cody 16th April, 2004

oh man, since being a kid i would draw my own mario and sonic levels from the good old days and wish i always could play them, finally some of the thirst is quenched,,but boy cant wait till the final.
 
Posted by Maxigt 1st May, 2004

AWESOME!!! I can't wait 'til the final! Score = 999999999/5 Best sonic fangame engine I've ever seen! Though what would be really nice is like an axis change. So you run into something and then instead of walking on the ground you walk across the ceiling. Run into another one and visa versa! Great job! :D
 
Posted by Strife 2nd May, 2004

Yes, I would also like an estimated date for the final version's release. I'm heavily anticipating the full version! :)
 
Posted by Lewis 10th May, 2004

I normally hate sonic the hedgehog remakes. the origonals were the best. i had a master system, and sonic was the first game i ever played. However this looks like an exeption. looks like everything fits together perfectly. looks like there are a few added stuff in there as well. i cant wait to get started doing my own levels. good stuff here. well done.
 
Posted by David Niemeyer 12th May, 2004

OMFG, OMFG, OMFG!!! THIS IS THE COOLEST FUCIN THING EVAAaaR!\1!!!11 *bows to clwe as if he were god*
 
Posted by collier 22nd May, 2004

This kiks arse, this is what ive always wanted, this is like as good as TESCS.
 
Posted by MisterBull 25th May, 2004

This is too unbeleavable! .. but ofcoarse, one thing nobody has ever been able to figure out when it comes to Sonic fan games... how to imply bending bridges -_o just a good sugestion for future reasearch. But really, the engine on this game is superbly smooth... did a fine job on the loops and wall walking.
 
Posted by Tom Alder 26th May, 2004

nice1 pal.
 
Posted by Rik 17th June, 2004

This is absolutely fantastic, well done :)
 
Posted by Rik 17th June, 2004

"Good engine. Ripping graphics sucks." ripping graphics as far as fangames goes is surely somewhat of a requirement, i'd hate to play a so called sonic fan game with lame home made graphics. okay so maybe the key is good home made graphics, but nothing can beat the real thing. even if the graphics are techically better, using no ripped graphics would just emphasize the fact that it's a fan game and not the real thing, which is obviosuly what fan games are trying to imitate.
 
Posted by Liquixcat 19th June, 2004

i would just like to say 'WOW' This game would be much better if you simply added a charcter select for 1 player mode...my only beef..other then that, return to my previous statement
 
Posted by MisterBull 25th June, 2004

"ripping graphics as far as fangames goes is surely somewhat of a requirement, i'd hate to play a so called sonic fan game with lame home made graphics. okay so maybe the key is good home made graphics, but nothing can beat the real thing. even if the graphics are techically better, using no ripped graphics would just emphasize the fact that it's a fan game and not the real thing, which is obviosuly what fan games are trying to imitate." Well that's according to who's doing the graphics... People like myself are experienced in making some very decent pixel graphics... I'm making my own Zelda fan game, no ripped graphics or anything.. building my own tile based system of 20 x 20 pixels.. it actually looks close to the real thing.. but I've had atleast 20 years of graphical experience.. ^_^ And now.. for this game.. You've done a wonderful job on the engine.. I'd like to know how you got the loops to work right.. (most engines I've seen use fake animated movements, which arent always good)you've done a very sweet job with this system **thumbs up**
 
Posted by Mr Icekirby 4th July, 2004

i feel like saying so again, al the way in june, GOOD JOB!
 
Posted by blade1661 29th July, 2004

someone needs to make a full game out of this
 
Posted by Matiss 20th August, 2004

Umm... i can be a GFX MAN...
 
Posted by Jamesbuc 20th August, 2004

Go Sonic DIY GOTW 100! I know this will win!
 
Posted by DistantJ [FZ Games] 22nd August, 2004

Very impressive. Problem is I wonder if anyone'll make anything with it, Sonic fan gaming is all about just showing off, and that's about as showoff as you get. People make their engines then never go any further, it'd be nice if someday someone actually makes a decent game out of these one or two worthwhile engines. If I know Sonic fan gamers, none of them will use this simply because they're too far up their own arses to make use of this, and they will continue to try and make their own engine more even more showoff than this.
 
Posted by X_Sheep 25th August, 2004

Sonic DIY for President! Err GOTW #100! Or both!
 
Posted by Mr Icekirby 5th September, 2004

both is good
 
Posted by SPL 28th January, 2005

i Have seen godder <.<
 
Posted by RC 26th February, 2005

it's good.. but not god-like -_-
 
Posted by cu cu cody 25th March, 2005

ready for full version!!!
 
Posted by clwe 8th April, 2005

Alright...I should have said something a long while ago, but I'll come clean now. Sonic DIY has been abandoned, I'm afraid :/ I was working on another game on and off since early December, which is now complete (One Girl Army). I can't say it has 'god-like' physics or accuracy ;) but you wont be disappointed if you're just looking for a fun game to play.
 
Posted by Whatever 19th April, 2005

There's not going to be a full version of Sonic DIY? I was looking forward to it =/ I'm making kind of a full game from this engine. I'm gonna make 4 zones with 3 acts each. Of course there's no way I could keep the player from playing them in any order, but that doesn't matter too much. So far, my levels are looking decent, but I was hoping the full version would allow me to make like a 10 zone sonic game. Can anybody direct me to another Sonic level maker if there's one available?
 
Posted by thor gaffney 8th May, 2005

i'd like to know aswell
 
Posted by Sepe 22nd May, 2005

This is SWEET! Nice Development use for the DirectPlay Extension. Cool Engine. Nice Music and graphics. This is really awesome.
 
Posted by Gav Luvsga 30th May, 2005

My name is Gav Luvsga and i disappove of this!
 
Posted by Brandon Batche 6th June, 2005

how di u put in the music? i know what to do but its not workin! ive been tryin for 2 days!
 
Posted by Brandon Batche 6th June, 2005

do*
 
Posted by Whatever 24th June, 2005

Put an mp3 in the music folder. Click on the mp3 and look at what the file is called. Go to options and type in the name of it (extention and all). You can use wav files too.
 
Posted by Mike Haggar 18th January, 2006

Very impressive engine. Hopefully this will serve as inspiration for more than a few Sonic fanboys...
 
Posted by Regiwi 13th March, 2007

Awesome work man. I could spend hours on this. Great work!!
 
Posted by why 17th March, 2007

cool sonic game,is there a full version of Sonic DIY?
 
Posted by arpgme 1st April, 2007

I want the full version.
 
Posted by Zephni 2nd November, 2007

~ i love it.. movements good but somtimes unstable... have you seen the 360 degree movement done on sfghq? spot on.. if you could incorpirate that into your idea that'd be PEREFECT!

but all in all this is frikin awsum well done.,
 
Posted by dndfreak 12th January, 2009

my firewall says that the download page tracks my ip so i cant go there can sum1 get me a different link?
 
Posted by bubba damage 26th January, 2009
Rated :

this could be spiced up in mmf2, just a sugesstion.
 
Posted by Stick 24th November, 2020

is the link broken

 

 



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