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Showing content with the highest reputation on 08/06/2014 in all areas

  1. Ok, this idea is terrible, but... It's a kaiju. You have to fight a giant monster which has an emerald embedded in it. You can block, which uses some of your shield, do a special move, which drains your regenerating special meter, punch, kick, and you only need to win one round to get the emerald. As the stages progress, you need to fight bigger and bigger monsters, and you can even choose different abilities before you fight. In one fight, you can use a dummy ring bomb, or in another you can do an epic spindash into the monster. The design of the stages will change when you go to different stages, like in one stage there's a checkerboard pattern ala Sonic 1, or a ruined city like Angel Island's. tl;dr: It's not good. It's never good. It's just kaiju.
    2 points
  2. Sonic Fan Game Development Kit returns! I am planning to develop the studio and to release screenshots and prototypes. The program may be available to Linux, Mac, Android, Windwos Phone 8 and iOS.
    1 point
  3. Here's my entree! Just to keep size of the thread small... Unlike the special stages of ANY other official Sonic game, this one is trying to make sense (in a way). It is similar to Sonic 2's and 3&K's Special stages, but is on a flat road-like area rather than a pipe or a sphere and has an story/level relation stroner thans Sonic 3's "color-coding". The sketch should explain all by itself, but to make things a little more clear, I'll try to explain one special stage by using Sonic 1's stages. If a special stage is triggered between Green Hill and Marble, then the first part will be in a Green Hill-esque enviroment with loops, rivers and hills in the background, green and brown checker floor, and height-change, bridges and tunnels appearing. Enemys and obstacles would include: Motobugs, totems and Buzzer's bullets to avoid, falling of the bridges and so on. The "boss" would throw spiky balls at the player. After that a Outrun/Super Hang-On-esque change of level-art would ocurr. The trird part would now be purple with sometimes grass on the floor, would have lava and ruins in the background. Tunnels would now appear more often and jumps with lava replace the bridges. Now the player would have to avoid catercillers, Buzzer's bullets and the crushers, not to forget fireballs, coming out of the lava. The "boss" would now try to throw fireballs instead of spikeballs at the player. The ring-idea could be scrapped with the only goal of parts 1 and 3 being "Get to the (choppa!!) next part alive to face Robotnik!" and rings getting a similar function to those in the stages. Any questions left? Then PM me and I'll edit this post. tl;dr: My idea is more awesome then yours, explained with an example
    1 point
  4. Hi everyone I'm r543(I know most creative username ever but I have no better one for now), also known as r543Blitzsonic on youtube(r543 was too small and I was working on Blitzsonic stuff back when I made the account) but I rarely upload anything there. I'm a sonic fan and the first sonic game that I ever played was sonic on angel island, that old flash game which is on the Sonic United Arcade I'm sometimes doing Blitz Sonic stuff, you might know Blitz Sonic, the 3d sonic engine that was made in blitz 3d. I'm sometimes working on my own edit and I know a lot of stuff on how stages/objects work and how to create custom models and animations. Sometimes I rip sonic models from games, if possible even with the animations: Brawlsonic with animations, almost complete and fixed but I don't like to use the model a lot because how the rig works. I create custom sprites and animations: and work on other stuff, which I probably forgot to put here. I remember seeing this forum some years ago, thought that it would be a nice place and I didn't know that SAGE was here. I remember seeing some stuff about SAGE but I never really watched it too much, so I thought that I would watch it now.
    1 point
  5. Sorry for a double post "Falk - on sonic retro So I've been told it's okay to announce; Andy Tunstall, Maxie and I each have one track in this demo. Since we seem to have set this hilarious precedent that projects of this sort in recent history need to have a giant roster of composers, there's also a few hidden cards up our sleeves right now." So, yeah. Andy did the track for the first stage, Falk did the boss battle and Maxiedaman did the water level.
    1 point
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