- Видео 39
- Просмотров 45 198
Gnidel // Gamedev channel
Добавлен 30 июл 2018
Close to official feel - Badnik Framework Devlog #11 (Sonic in Godot)
A small preview before the beta release. New abilities, new objects, improvements, new surprises...
Please write your feedback, ideas and suggestions in the comments below!
Badnik Framework is a Sonic fan game framework (fan game engine) made in Godot for 3D and 2.5D games.
Please write your feedback, ideas and suggestions in the comments below!
Badnik Framework is a Sonic fan game framework (fan game engine) made in Godot for 3D and 2.5D games.
Просмотров: 2 777
Видео
This isn't Sonic Frontiers
Просмотров 710Месяц назад
This is Badnik Framework. Just a random video to show that I'm still actively developing Badnik Framework. I've been silent for a while, but the progress is being made. This is a test to see how well it plays using official level layout directly imported without any manual changes. No download for now, it still needs more polish.
Badnik Framework - Alpha v0.1.1 update
Просмотров 8244 месяца назад
Here's a new update of Badnik Framework, which upgraded Godot version to 4.3, fixed some bugs (including import issues) and expanded boost mechanics with drift, quick step and improved effects. It's mostly bug fix release. For more general info about Badnik Framework, please refer to this trailer: ruclips.net/video/qDcbongok1w/видео.html Source code: (update v0.1.1) drive.google.com/file/d/1f28...
Uekawa shader, boost, drift and quick step - Badnik Framework Devlog #10 (Sonic in Godot)
Просмотров 7175 месяцев назад
In case if you prefer boost over Adventure/classic hybrid and toon shading over realistic shading. Just some side features in the meantime when I'm fixing bugs and polishing existing stuff to easily give you more options. EDIT: Those new moves are now available in update v.0.1.1. Please write your feedback, ideas and suggestions in the comments below! Badnik Framework is a Sonic fan game framew...
Badnik Framework SAGE 2024 Trailer
Просмотров 1,6 тыс.5 месяцев назад
Trailer for Sonic Amateur Games Expo 2024. sonicfangameshq.com Release of source code and demo here: ruclips.net/video/qDcbongok1w/видео.html Sonic fan game Sonic fan games Godot Sonic engine Sonic framework 2.5D 3D
Badnik Framework - Alpha release - Open source 3D Sonic for Godot!
Просмотров 5 тыс.5 месяцев назад
A new framework for 3D Sonic fan games for Godot 4 is finally open source! Download the demo and try it out yourself! Badnik Framework is a development kit/engine for 3D and 2.5D Sonic fan games, written in C# and designed to be easy to use but flexible. The gameplay is based mostly on Sonic Adventure, classic titles and Spark the Electric Jester series. It features momentum physics, 360 degree...
Super Special Surprise - Badnik Framework Devlog #9 (Sonic in Godot)
Просмотров 6848 месяцев назад
I've added something nobody asked for... And Super Sonic. Transformation at 2:43, for those impatient. Please write your feedback, ideas and suggestions in the comments below! Badnik Framework is a Sonic fan game framework made in Godot for 3D and 2.5D games.
Android version - Badnik Framework Devlog #8 (Sonic in Godot)
Просмотров 96310 месяцев назад
There aren't enough 3D Sonic fan games on Android. Let's change that and make more mobile games together! I've also added settings. Not flashy stuff but had to be done. Please write your feedback, ideas and suggestions in the comments below! Badnik Framework is a Sonic fan game framework made in Godot made for 3D and 2.5D games.
The Badniks of Badnik Framework - Badnik Framework Devlog #7 (Sonic in Godot)
Просмотров 67311 месяцев назад
I've implemented some enemies to murder Sonic in your fan games. Please write your feedback, ideas and suggestions in the comments below! Badnik Framework is a Sonic fan game framework made in Godot made for 3D and 2.5D games.
Results screen and camera improvements- Badnik Framework Devlog #6 (Sonic in Godot)
Просмотров 904Год назад
Not everyone enjoys rollercoasters, but everyone enjoys "something" from Sonic Unleashed... Please write your feedback, ideas and suggestions in the comments below! Badnik Framework is a Sonic fan game framework made in Godot made for 3D and 2.5D games.
Tails, AI companion and multiplayer - Badnik Framework Devlog #5 (Sonic in Godot)
Просмотров 929Год назад
Tails joins the adventure! Enjoy his gameplay yourself or as NPC companion like in classics/SA1! But what if you have other companions that want to join your adventure with a spare controller? They can join too in split-screen multiplayer! Please write your feedback, ideas and suggestions in the comments below! Badnik Framework is a Sonic fan game framework made in Godot.
Boss fight, red rings and wind - Badnik Framework Devlog #4 (Sonic in Godot)
Просмотров 560Год назад
Dr. Eggman arrives to conquer your fan games! There are also more additions like flamethrower, moving platforms, red rings and better running effects! Please write your feedback, ideas and suggestions in the comments below!
Rail switching, pulleys and death - Badnik Framework Devlog #3 (Sonic in Godot)
Просмотров 1,1 тыс.Год назад
Just like the title says - now rail switching is possible and I've also added pulleys, death and checkpoints. I've also forgot to tell about soap shoes in the video. I've changed a format of videos to include a voiceover. Please tell me in the comments if you prefer me to talk or not. Please also tell me about your opinion if you like the way mechanics are supposed to work.
Rolling physics and 2.5D - Badnik Framework Devlog #2 (Sonic in Godot)
Просмотров 2,1 тыс.Год назад
This is a showcase of how the framework works for 2.5D games and that rolling physics work. Including loops! It's possible to make Sonic run along any path (configured out of the box in the Godot editor) and switch between them. I still don't have a camera that follows a path, so for now you have a showcase using constant camera. Also, homing attack to switch planes was intentional design decis...
Sonic in Godot - Badnik Framework Devlog #1
Просмотров 6 тыс.Год назад
A new 3D Sonic fangame framework in Godot! I've been working on my indie game in Unity and suddenly... you know what happened to Unity, so I've decided that I need to learn Godot in order to migrate my unannounced indie game. I never touched Godot in my life, so in order to do that, I've decided to return to my fangame roots for a while and develop a brand new framework for 3D and 2.5D fan game...
Sonic Stranded died with my HDD. Starting original game.
Просмотров 4553 года назад
Sonic Stranded died with my HDD. Starting original game.
Vroom vroom! - Sonic Stranded development clip
Просмотров 4464 года назад
Vroom vroom! - Sonic Stranded development clip
Sonic Stranded Demo 3.2 Update! New mini-stage and better camera!
Просмотров 8254 года назад
Sonic Stranded Demo 3.2 Update! New mini-stage and better camera!
Sonic Stranded - SAGE 2020 Demo release!
Просмотров 2,9 тыс.4 года назад
Sonic Stranded - SAGE 2020 Demo release!
Sonic Stranded - SAGE 2020 Demo teaser [UNCUT!]
Просмотров 1,4 тыс.4 года назад
Sonic Stranded - SAGE 2020 Demo teaser [UNCUT!]
Motobug bowling - Sonic Stranded development
Просмотров 3674 года назад
Motobug bowling - Sonic Stranded development
You know what they say about heroes...
Просмотров 1974 года назад
You know what they say about heroes...
Rolling with portals - Sonic Stranded stage gimmick test
Просмотров 1214 года назад
Rolling with portals - Sonic Stranded stage gimmick test
Bumper Engine in 2D - proof of concept Episode 2 Spiral Boogaloo
Просмотров 5734 года назад
Bumper Engine in 2D - proof of concept Episode 2 Spiral Boogaloo
Bumper Engine in 2D - proof of concept
Просмотров 1,2 тыс.4 года назад
Bumper Engine in 2D - proof of concept
Best friends, together! Partner system. - Sonic Stranded
Просмотров 2904 года назад
Best friends, together! Partner system. - Sonic Stranded
Will Sonic Liquid Survival survive? New year update.
Просмотров 4885 лет назад
Will Sonic Liquid Survival survive? New year update.
Sonic Liquid Survival - Demo 2 SAGE 2019 Release! Link in the description.
Просмотров 3,3 тыс.5 лет назад
Sonic Liquid Survival - Demo 2 SAGE 2019 Release! Link in the description.
I didn't want to add Tails to avoid such sitiations - Sonic Liquid Survival
Просмотров 3445 лет назад
I didn't want to add Tails to avoid such sitiations - Sonic Liquid Survival
Sonic Liquid Survival - Kill it with fire, with your original character.
Просмотров 2375 лет назад
Sonic Liquid Survival - Kill it with fire, with your original character.
Nice
yep, i can tell by the speed of sonic that that is not frontier
I've been following this framework for a while, and I can't wait to see this next release! Seeing it go from "a little Sonic thingy in Godot" to a framework with many, many options for any type of Sonic game is just awesome! I wanna become a game designer, and my first project I'm thinking of is making a Sonic-Like. I'm still planning on using this framework as a basis, but with every video I see, the possibilities are becoming more and more endless! (Pun not intended.)
@Calabari1999 Thanks! I'd love to play it one day.
Pls add Automatic Loops
It's already there. There is an example automated path right next to area with dash panels, flamethrower and spikes.
Pretty cool :3 Though I’m wondering, is the Boost just gonna be apart of his standard moveset now? Cause every devlog for a while has been using it
@@IdiotRebecca251 Yes. Someone who doesn't want it can just disable it. Or make it exclusive to Super Sonic. Or make it automatic after a certain speed like in Advance 2. In the currently released version it's enabled by default only for Super Sonic, but now the moveset is more complete so boost can be the default.
Looks awesome
@@sants4560 Thanks!
Dude, you're a genius! I beleave that rescent 10 or even more years best Sonic games are made BY FANS ONLY!!! And the things you do, will make it even further!
Thanks! My plan after finishing Badnik Framework is an indie game.
HOLY! this is so cool!! can't wait for the new release from youw
Nice to hear that!
Will you add air drag? So players don't fly over the level design
@ElleQuach I don't really feel that it's the best solution to this issue. What I did was making air acceleration nearly nonexistent above certain threshold. Horizontal velocity stays on the same level, which isn't a lot considering that pre-jump velocity is mostly converted into vertical velocity. Even air boosting doesn't add any speed beyond initial dash (boosting in the air is to store speed from before jump and recover it after landing, sort of what happens in Advance 2). As a result, jumping on slopes results in jumping high, but not that far. From what I've been testing, I don't really feel that BF suffers from flying above everything like Bumper Engine or Infinity Engine - even despite lack of air drag. I simply don't like air drag. It just makes me want to avoid jumping.
You're insane... keep going.
Thus rlly cool
@block_legend-mc Thanks.
@@gnidelgamedevchannel8864 no problem imma sub
Your english is great 😊
Quick question. Is the framerate a recording thing or is that on the game end? I would like to make my speedy platformer in Godot but i do not trust its framerate.
It's my fault for butchering the framerate by not cleaning up rails. They had too many control points during of recording, way more than necessary. So don't worry.
The new cell shading looks cool
Thanks!
this looks really cool, although I have some concerns about how you're going about making it. whenever it comes to fangame frameworks, it matters less what sort of characters and abilities are in there as that can be added on a game-to-game basis. the thing I am more interested in when it comes to this are 1. what tools are available for developers in this framework, and 2. *how* things are added in the game(such as enemies, characters, objects, abilities, etc.) because the main point of a framework is to improve the workflow of fangame development(or just game development in general). adding a boatload of objects isn't going to magically make a framework good, especially if the things that are added are done so in a way that makes it hard for devs to iterate on. that was a mistake I made when I was working on hedge physics revival and its what ultimately lead to its cancellation. don't get me wrong, all of this looks very impressive. I just want to see more of the workflow rather than what objects and characters are in. on that note, I do have a couple of suggestions on some things you could add if you haven't thought of them already. knowing that object hierarchies are way more important in godot than they are in unity, an in-editor object sorting system would be really useful. an object culling tool would also be just as useful so that the game doesn't have to keep track of objects that aren't even in the player's sight. still an interesting project and I wish you the best of luck.
Don't worry, tools are something I've already started working on. Or rather - reusing existing tools that are used for modding Hedgehog Engine games - to not reinvent the wheel and make porting from official games easier. I have working, but incomplete integration with HSON (just few basic objects and rails), allowing use of such tools as Blendhog (that's how I ported Cyberspace 1-2). After beta release and when this tool will be ready to use, I'll point to Blendhog tutorial and make a video that says "put models here, paste generated HSON code here, click here, play". I'm not focusing on new objects that much. I mostly do it either for fun, because I needed it in a stage imported from Frontiers or it is a staple of boost gameplay and I felt it was needed to prevent the feeling of blandness. Testing the framework using official level layouts is extremely useful and it's nice that it doesn't require too much effort on my part anymore. Also, object culling (items and enemies) is already there since the first release and fully automatic, no setup required.
Not sure if this is already planned, but I think a little flash effect (like in the movie) would go a long way to help Shadow's Chaos Snap look better
@@xolotelx Good idea.
This is amazing
@@JuJuR Thanks.
I wonder is lighting baked in stages? it would look better if you bake it
@@eXe-di1lj It is in Cyberspace 1-2. Not in other stages.
Epic
let's goo
Great job mann!!
This has way more flow than vanilla Frontiers
When i download it on mobile, it just says app not installed. Do you know how to fix it? Do i have to get the source code too?
Sorry for late response. Use a different file browser. Google Files doesn't work for me, but Mi File Manager does.
ooh nice !
Interesting !🔥
i think the turning should more turn your direction cuz it feels non existent here
Hey, where did you get sonic's animations from? I'd really appreciate to know
@@bilyez I ripped them from Sonic Generations.
Like sonic forces cool song
Hey! Don't know if you'll see this, but I had a question about the partner mechanic. Is it possible that you could have two partners, like Heroes? I know it's just Tails at the moment, but I wanted to know if it could be done.
@@Calabari1999 Sure. The biggest limitation for the number of partners is currently just inability to add more in the menu, not the code of characters themselves.
@@gnidelgamedevchannel8864 Oh. Okay cool! Thx!
The source code just leads to the windows build
Thanks, I got links to Windows build and source code switched up. It's corrected now.
Bro Ur A Hero.... i Wish I Could Learn Godot Tho
You can! Be persistent and you will do it.
@@gnidelgamedevchannel8864 Where Can I Even Learn It? Which Channel?
@@MineSonics I don't know from what point are you starting, so I can't really recommend anything tailored to you. People who are starting programming, who know programming but not gamedev, who are refugees from Unity - they all have different perspectives. I got my experience by jumping directly into porting my Unity project, so I don't really know basic tutorials.
@@gnidelgamedevchannel8864 hmmm.... Would You Recommend "Playing And Messing Around With Others Code"?
@@MineSonics Absolutely yes! That's how I learned Unity, by playing and messing around with Bumper Engine.
Can I use this in a Unleashed PC Fan Remaster? Whit credits, obviously
@@SquiglyMiAmor123 Sure! That would be awesome.
👍
this game look very nice , Could you tell me where did you learnt how make sonic game or 3d game with sonic physics I learnt Godot from RUclips tutorials but no video Teach me how to make a game like sonic games could you tell me please
@@Pltsm-s2e I was developing a fan game in Unity using Bumper Engine. It was initially called Sonic Liquid Survival, later renamed to Sonic Stranded. That game is cancelled because I wanted to focus on my own indie game made in Unity... until Unity tried to make installation fee and then added revenue share. So my indie game is on hold until I finish Badnik Framework. In short, I have experience from making that fangame and unannounced indie game. I made Badnik Framework to make making 3D Sonic fan games in Godot simple, you have open source so you can use it.
@@gnidelgamedevchannel8864 Unfortunately I am just using gdscript I don't know how to use c# but i will try it you have done a great work
hey this is looking so great! thanks for all the amazing work. I just wanted to ask, i tried running the source code through godot 4.3 the other day and it kept crashing. I was using a base m1 macbook air 8gb so is my laptop just too weak for it lmfao or could there be another issue? have a feeling its just my laptop tho
@@herooflegend2602 Sorry, I can't help you with Mac related issues because I don't have a Mac and can't test on it.
@@gnidelgamedevchannel8864 fair enough
does not work on Android 32 bits :(
@@fakerdarkgui I am out of home for the weekend, so I can't prepare 32-bit version at the moment. And I doubt that framerate will be acceptable on older devices anyway for this version.
@@gnidelgamedevchannel8864 ok, I'll wait
@@gnidelgamedevchannel8864 Are you already at home? Then you can build 32-bit Android
@@fakerdarkgui I'll try building it today later.
@@gnidelgamedevchannel8864 okay :)
Wait I'm confused I thought this was gonna be a adventure framework? Toy switching to boost?
@@mossen98 Nothing changes in terms of defaults, I'm just giving people options. Some people want to make Adventure games, some want to make boost games. I'm just giving them options to do both. Physics are designed around Adventure gameplay style and it will stay that way, but boost is just an extra feature on top of that, so people who want to make a boost games could use Badnik Framework instead of something else. By default I'm doing what Lost World did - boost is reserved only to Super Sonic.
@gnidelgamedevchannel8864 that's awesome! Was just curious. Keep doing what ur doing man.
@@mossen98 Thanks!
Wait so is Boost Sonic out? Or are the boost mechanics for Super Sonic just improved?
It depends on your definition. If you want to make your own game or just play the demo. In your own game all you need to do is uncheck "Require Super Sonic" in ActionBoost for boost Sonic. However in the demo I left it exclusively for Super Sonic. I did it this way mostly because level design in the demo was not designed around boost and I wanted bugfixes and update to Godot 4.3 out before SAGE. And I did it just few hours before it starts. tl;dr: For your own game it's one extra click in the project, in the demo it's still only for Super Sonic.
@@gnidelgamedevchannel8864 Got it, thanks
You don't think the Generations drift is better? I always preferred that one honestly...
I prefer Unleashed. But I'm hearing a lot of opinions that Generations drift looks better and playtesting I think I might switch to later to Generations one.
@@gnidelgamedevchannel8864 Weeell... if there's room for it, a toggle would be nice, too.
The Gens drift feels better, but I prefer how the Unleashed drift looks
Walker Angela Young Amy Brown Linda
I wanna toss out my suggestion again of Boost Sonic as different character but having Metal Sonic fill that role. It would fit like a glove too considering that Metal Sonic's debut in Sonic CD showed that he could boost with his propulsion system and had an energy surrounding him while performing it much like what we see in the boost games for Sonic himself. Could even spice it up a bit by giving Metal Sonic more abilities that utilize the boost meter, like flight and his Black Shield (though, maybe the Black Shield would be better off not being tied to it). That way he could feel familiar to those who enjoy the boost style while also having things that separate him from the usual.
I will not do it. I admit, it sounds cool, but boost games and Adventure/Spark-likes require different kind of level design. By doing it as 2 separate characters, it would force fan game devs to design the game around both. It could damage both gameplay styles and what's worst - it could create too much workload. More characters also create additional pressure to use them and one of the biggest killers of fan games is scope creep. And if someone would want to make a game about only boost Sonic, they would have to put additional work to modify him, when I want it to be possible to just add levels and have a complete simple game.
This looks really cool. If I ever make a sonic game, I'll probably use this framework.
Nice to hear that!
Hello so there are two problems i have encoutered, first is the demo is unplayable due low fps and second i can't open level scenes from the project because of the goal ring problem i went to your discord but found nothing there
I am aware of a certain performance issue - in WorldEnviornment I left some maxed out settings, which aren't impacted by settings in options menu. It will be fixed in the next release. Additional thing that can impact performance is that I'm using Forward+ renderer which is more demanding than Mobile renderer. I'm not sure I can do anything about it because Godot doesn't support changing renderers at runtime. The only solution I thought of was creating a launcher that would run the game with "--rendering-method mobile --rendering-driver vulkan" command line parameters, but I'm not sure it's a perfect solution. The fixed goal ring file is in a pinned comment in #help on Discord.
@@gnidelgamedevchannel8864 great to hear thank you for your work i will be looking forward to next update
This looks awesome! Can't wait to see it completed even more. Also, the new shader should be a menu option, and Boost Sonic should be in the Character Select as well. Just my opinion tho.
Love how this is looking! How did you make sonic stick to slopes and loops? I've been trying to do that myself but no success
In principle: I do short raycast down (defined by character, so it's in the direction where they have legs, even if it's not towards gravity). If the raycast hits, I project velocity vector on normal vector of raycast hit. If player is too far from the raycast hit point, I teleport them to the raycast hit point (with exception if they touch something else than ground to prevent clipping). You can just check the source code. It's already out. ruclips.net/video/qDcbongok1w/видео.htmlsi=zyQ27QplrxCBsmQA
Loading screen stucks at 1 fps and game crashes in my phone
@@eXe08 What's your phone?
@@gnidelgamedevchannel8864 Galaxy A7 (2018)
@@gnidelgamedevchannel8864 samsung a7 2018
Sadly i can’t play due to having a macbook
@@gatewaybois I haven't released a Mac version because I didn't have anything to test it on. In theory it should be possible to build from the source code.
@@gnidelgamedevchannel8864 oh
I have a question: I use the GDSCRIPT language because I am new to Game development and I want to make a Sonic fangame so is this Framework Compatible with GDSCRIPT or is just C# that is compatible
It's all written in C#. If you want to add new scripts you could use GDScript, Godot allows it, but everything written for Badnik Framework was in C# only. In theory you should be able to access fields written in the other language, but I haven't tested it personally. docs.godotengine.org/en/stable/tutorials/scripting/cross_language_scripting.html C# is just my preference (I prefer to use {}, I believe dynamic typing makes it easy to create technical debt and there's better perfomance) + it was easier to me to port code from Unity. I don't think there is a difference in difficulty between C# and GDScript, so don't fear C# just because you're starting. I wanted to add enough features to make it easy to just add levels without any scripting, so if you just want to make some levels - you don't need a single new line for it.
Помню, как я первый был, кто пытался сделать движок про Соника в Godot Engine 3. Но я не имел достаточно знаний, поэтому забросил, а у тебя круто получается, молодец! Жду обновлений! I remember being the first one who tried to make an engine about Sonic in Godot Engine 3. But I didn't have enough knowledge, so I gave up, and you're doing great, well done! I'm waiting for updates!
What helped me was experience with Bumper Engine and it still took me few months anyway. I hope BF will be useful to you!
I like how this is becoming more and more amazing
@@metalmadness7063 Thanks! Currently it's just alpha, further releases will bring further enhancements.
@@gnidelgamedevchannel8864 Glad to hear, I didn't catch up much with the devlog vids but how about drifting is something we barely see and it's great for sharp turns without losing speed
@@metalmadness7063The problem with drift is that for now it would be largely useless. Currently the turns are very sharp without losing speed even if you just run (if you're on the ground, in air controls are more tuned for precise platforming to avoid quickly spinning in circles trying to land on a platform). I would have to intentionally make controls worse just to give meaning to drift mechanic.
@@gnidelgamedevchannel8864 ohhhh ok