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Master Sonic Engine By GYHU - Original game (Sonic 1) by SEGA and Ancient Games

E
643 players, 1,245 plays 0 playing now, 9 most ever online
7
7 favourites
JMIDEV Published on 29 Sep, 2019

A recreation of sonic the hedgehog master system games. Created with Construct 2. ---------------------------------------------------------------

Instructions

Move:

-PC = Arrows

-Mobile = directional arrows

Jump:

-PC = Z or X

-Mobile = 1 or 2

*Additional features*:

-In mobile by pressing the C buttons, you can change characters.

Version History

ID Date Size Engine Plays
4 19 Oct, 2019 at 08:39 6.66 MB Construct 2 1,091 Playing
3 13 Oct, 2019 at 07:55 6.66 MB Construct 2 32
2 6 Oct, 2019 at 15:05 6.65 MB Construct 2 30
1 29 Sep, 2019 at 15:15 6.64 MB Construct 2 92

Used Plugins

  • Audio
  • Function
  • gamepad
  • Keyboard
  • Sprite
  • Spritefont2
  • TiledBg
  • Touch

Used Behaviours

  • bound
  • Bullet
  • Fade
  • Flash
  • Platform
  • scrollto
  • Sin
  • solid
  • SonicPhysics
  • 11 Comments

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  • Wow! amazing engine :D

  • AWESOME GAME! Since you are trying to add new things, why not add the Loop?

  • This is so cool dude! I gotta ask though have you found out how to give Sonic invinsibility frames? As in after getting he has time to recover before getting hit again. If so I would love to find out how.

  • CAPX please!!!!!

  • excellent work!! ... please help me if you can! ... in my project I need the same "knockback effect" for the damage Sonic takes. In my project, when the player collides with an enemy the player does the "Flashing" and "Knockback", but for some unknown reason, if my player ends his "flashing" while colliding with the enemy and at the same time I make movements like "W_A_S_D" or "shooting" (without ceasing to collide the player with the enemy) the program generates a bug and my player is paralyzed. I made this same attempt in your game causing Sonic to get damaged with the spines and I stayed on them while doing "flashing" and I kept making movements right there until I became "beatable" again and in effect what I want to generate works in your game ... could you show and explain me your code please? ... thanks in advance dude!

    • What I did is that when I get hurt, the player input is disabled, the flashing is activated, the player gets a negative Vector X and Vector Y, so that the user cannot cancel the backward impulse.

      Then what I do is that when the ground falls after the blow, the player input is activated again, and for several seconds the flashing is not deactivated.

      Thanks for the support ;)

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