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Welcome to the Orbinaut Framework wiki!
This wiki is relevant only to the latest iteration of the framework (version 2).
Orbinaut Framework 2 is the ultimate solution for creating an accurate, classic-style Sonic game. While that is its primary focus, Orbinaut is flexible enough to be adapted for non-Sonic platformers as well.
The framework offers a range of custom systems, from animation to collision handling, which means some of the default GameMaker systems will not function within this framework (but some can work simultaneously with them).
Important: this wiki will NOT teach you how to use GameMaker. We assume you are already familiar with the basics of the engine. If you're not, we highly recommend spending a few days learning and solidifying the following topics:
- GML Features
- Basic Code Structure
- Variables and Variable Scope
- Expressions and Operators
- Arrays
- Event Order
- Tiles and Tile Set Editor
- Cameras and Viewports
This is NOT a requirement for the playable build! This is only for the GameMaker project itself.
The framework is designed to work with the latest IDE and runtime versions of GameMaker, up until the LTS release. After the LTS release, Orbinaut Framework 2 will be based on that version.
It's highly recommended that you re-export the project under a different name after opening it for the first time. If you continue using the default project name, it could lead to file conflicts with other projects that haven't been renamed.
The framework requires a custom distortion effect filter as a dependency. You’ll find the effect and two installation scripts for both Windows and macOS in the _dependencies
folder located at the root of the project.
- For Windows:
Simply run the executable file provided. - For macOS:
Drag the.sh
file into Terminal and press Enter. If necessary, grant the file write permissions.
The effect needs to be installed after every runtime update. If the effect is not installed, the compiled game will not have any distortion effects.
The first thing you'd want to do is to take a look at the scr_fw_game_setup()
script. It contains the core settings for the framework and the Sonic-related features.
It’s also where you can enable developer mode, which grants you access to the shortcuts and Room Select option.
Developer Mode Shortcuts:
-
F1
— in-game profiler -
F2
— in-game console -
1
— cycle through collision overlay modes: tile collision, hitbox collision, and solid collision -
2
— toggle low FPS mode -
9
— restart current room (room_restart()
) -
0
— restart game (game_restart()
) -
ESC
— go to dev menu (rm_devmenu
)
Ctrl+Shift+F is your best friend. It's the global search within the project. If you come across a variable or function and want to find where it's used, just hit this key combination.
Asset search is your second best friend. When you know the name of the asset you’re looking for, simply type it into the search bar instead of manually expanding folders. It’ll save you a lot of time!
Orbinaut also has a complete Feather support, however, the Feather itself is still isn't really a stable system on its own and some fake errors and warning may appear, so we suppress them. If you have Feather enabled, open the FeatherConfig()
script to apply the rules for the current session.