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orbinautframework's Introduction

ORBINAUT FRAMEWORK 2

image

About Orbinaut Framework

https://sonicfangameshq.com/forums/showcase/orbinaut-framework.947/

Orbinaut Framework is highly-accurate and very easy to use classic Sonic framework, made for GameMaker Studio 2. Orbinaut is making GameMaker to play by its own rules, so please refer to our wiki. This is not a "traditional" GameMaker framework.

Features

  • 99% classic-accurate physics
  • Accurate object and stage (tile) collision method based on distances and collision arrays
  • Various toggleable frameworks tweaks, including differences between mainline classic games
  • Discord Rich Presence support
  • Distortion support
  • Custom background system
  • Insane optimisation
  • Nicely formated code
  • Simple and understandable architecture
  • ...and much more!

Wiki

We have a semi-completed wiki, check it out here: https://github.com/TrianglyRU/OrbinautFramework/wiki.

Credits

Various people (or their work) were involved into the project across three releases, but we'll credit them all even if their work isn't included in the latest release!

  • Project Lead: Triangly
  • Programming: Triangly, Michael Gallinago (MicG)
  • Level Design: Bluesteak, N8rtot, Triangly
  • Framework Artwork: Gingocat, Mr.HTuber, Rosabelle, Techokami, Dolphman, Bluesteak, DarkVampireDee, Team Megamix, A+Start
  • Background Music: Bouncy Glow's Music Room, Woofle, SonicTweaker, BGVC
  • Special Thanks: LapperDev, Mercury, Nihil (NullSpace), PixelatedPope, Nkrapivin, darkerd, John-Kun, Moonchild6279, and to all members of our Discord server!
  • SAGE'21 Beta Testers: thevaleev, LapperDev, NoahCopeland, Nihil (NullSpace), A+Start, DarkVampireDee, SNick, @Jakob64_YT, @aranesque, @LamixaDev, @CrabsLooksCute, @PlatinumMewtwo

PixelatedPope: original colour swap shader

Terms of Use

You are not allowed:

  • to re-release our framework in any form (like Orbinaut Framework Plus, Orbinaut Framework EX, etc. etc.), even if it is a heavy modification of it.

You are allowed:

  • to use it for your own games and commercial (not Sonic!) releases;
  • to use any of our code and/or shaders in your own projects while crediting us under "additional programming". If decide to use our tile collision system, please, credit us separately for that. If you decide to use the palette shader, make sure to credit PixelatedPope as well;
  • to make .exe fangames. Please note, that we won't provide ANY development support or recognition for you in this case.

Whenever you are crediting us, please, refer to us as Team Orbinaut.

orbinautframework's People

Contributors

michaelgallinago avatar trianglyru avatar

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orbinautframework's Issues

Why is the counter sprites offset?

The counter sprites are not where it's supposed to be. I have uninstalled and reinstalled GameMaker and redownloaded the Orbinaut Framework and the counter sprites are still offset.

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Also, TSZ isn't set up by default like it used to be.

Using LTS results in read only mode, using Monthly results in hundreds of errors, warnings, and suggestions.

I'm very new to Gamemaker, and was planning on it being the next step up from Scratch.mit.edu. I wanted to create a fangame, and I looked around, and saw Orbinaut Framework. Long story short, I downloaded the Windows Monthly from the official website, and it resulted in hundreds of errors, warnings, and suggestions. Then, I tried LTS, as I read (and even commented, before I realized it was closed) on this thread: #11 - that Orbinaut Framework was meant for the latest stable release, yet it opened in read only mode, which meant that there were newer functions and whatnot the LTS version didn't recognize/couldn't execute (I have no clue what I'm talking about.) What am I missing?
Screenshot (143)

Physics bug

If you make a full loop, the player may get stuck near it's bases(When the angle is approximately 37.97 or 322.03 degrees ). To replicate the glitch make a full loop and try to run in it without gaining too much speed. You will notice that character slows down on certain spots or even gets stuck.
fix

How do i create new color palletes?

title, currently i have two sprites, one that's normal and one that's super form, currently the super form doesn't use sonic's blue color, hence why it doesn't change of colors, i wonder how do i make so i can use a different color palleted or create a new one.

Wait what


############################################################################################
ERROR in
action number 1
of Create Event
for object TitleScreen:

Variable Palette.FadeValue(100086, -2147483648) not set before reading it.
at gml_Script_fade_perform (line 11) - if InstantFade or !(Palette.FadeValue mod 756)
############################################################################################
gml_Script_fade_perform (line 11)
gml_Object_TitleScreen_Create_0 (line 67) - fade_perform(ModeFrom, BlendBlack, 1);

image
what happened?

I should be posting this in the Discord server, but the invite link has expired.
(BTW, version is 3.02)

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