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Showing content with the highest reputation on 10/28/2014 in all areas

  1. Hi SFGHQ, been a long time since I last posted here (Crikey 2007 was it?) use to be a regular here prior to that. Thought I'd share my original project here with you all Website - Twitter Trailer : Project Overview: Introducing Brock Crocodile! A platform adventure starring a 30 year old red crocodile that draws heavy inspiration from 16 bit platfromers like Monster World, Sonic the Hedgehog and Quackshot. The game is a single player experience that aims to deliver a mix between fast paced platforming, exploration and simple run and gun/combat gameplay. I've been working on Brock Crocodile since 2009 but have started full development and looking to speed on finishing the title. The game is being developed using Multimedia Fusion 2 and I'm aiming for a release sometime in 2015. The first town area, Crocoh Lake. Gameplay: The gameplay in Brock Crocodile is split between the two towns the player can visit to purchase powerups and the levels Brock must complete to progress the story. The game is designed in a linear fashion but the players can always revisit the stages to find secrets they overlooked or collect gems for money. In the stages, Brock will be able to use his whip to take out baddies and use it to swing across pitfalls or interact with the background. If you prefer long distance combat, no problem! Brock comes packed with a fruitgun too, which can either dish out one of your five a day or take down some goons. The Levels: The game is set on the continent sized Crocodillian Island where Brock will venture from the local mountains to a bustling metropolis before venturing into the badlands in the east. The aesthetics for the stages take strong inspiration from classic SEGA platformers both in art direction (Blue skies!) and level design. Each stage will hold a new gimmick and baddie for Brock to tackle. Sometimes you'll find you might be able to blast through them whilst other levels will require more patience if you want to overcome the obstacles in your way. Above all else though, I want to make highly replayable levels filled with multiple routes and secrets for the player to discover. Level 1: Gazadiaz Ruins Description: The adventure begins in the Gazadiaz Ruins. Known for it's world famous spinning bridges and lavish mushrooms, the player must navigate past the ancient ruins and face off against the leader of the Turtle Gang to find out what's going on. An easy task for Brock but he should be on the watch out, whilst the stage is straight forward he may find one or two surprises if he looks hard enough. Level 2: Beehive Battleship Description: The player must venture deep within the battleship and take on an army of bees. Full of flying hoops, transportation tubes and walljump on honey covered walls, the player must be as quick as they are cautious if they want to get an audience with the leader of the beehive, Princess Cassandra. [Please note the stage has been updated, now with a better ship background!] The Villains Every good mascot game needs the baddies to back it up and I'm hoping I won't be an exception in this case! I'm designing each level to have it's own unique baddies, they'll be little reoccuring foot soldiers from stage to stage as the player will be taking on turtles, bees, tigers and all manner of fearsome individuals in boss battles of all shapes and sizes! The Music: The tunes in Brock Crocodile are going to be, at the very least, based off of the Mega Drive/Genesis soundchip and you go already listen to the first level's track in the trailer. We've got three talented musicians onboard; Steve Lakawicz (Produced the trailer music/first song track) - https://soundcloud.com/ap0c Matthew Martin - https://soundcloud.com/guitarmatt21 Nishant Pawar - http://meteorsound.com/ Progress - The base engine is 100%, just fine tuning it for optimal platforming speed and physics! - Currently the first 6 stages have their layouts completed of a possible 20/21 stages. - The first 2 stages are being polished and a demo will be released soon, watch this space! - The first town layout is complete and the shop system is finished, work needs to be done on the (basic) dialogue system and some NPC sprites. I'll keep this updated as time goes on, glad to make everyone's acquaintance!
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  2. Something I'm working on for Steam (Valentines Day 2015 release.)
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  3. Greetings, one n' all! I'm Super Spindash, and there's no doubt that you may have heard my name before in regards to this type of research. And what do I do, exactly? I track down the origins to samples, both instrumental and vocal, that have been used in music from SEGA's many video games. Now, one thing you're probably thinking... "What is a sample, Spinny? How does it 100% work exactly?" "LET'S GET SCRATCHING!" Sampling is the technique of taking a pre-recorded piece of audio, then mixing it into your very own song. Said piece of audio can be an instrumental sequence, a drum loop (such as the famous Amen break) or, most easily noticed, a vocal sequence, be it a single shout, a phrase, or an entire damn speech. Originating from the experimentation of physically editing tape loops and vinyl records via a phonograph during the late 1960s period, sampling has come a very long way over the near-to 50 long years of its existence in music development. Modern sampling is mostly done via use of a computer program, usually to slice individual parts of a sample up to create new, fresh patterns. The original sample can be heard here. The pattern shown on the above image can be heard here. However, a sample can also be mangled into complete fetishization via some skill, as shown here. With the rundown on what the technique's all about, let's get onto this thread's main topic, shall we? How does Sonic and SEGA come into play with this? Easy. SEGA is known for also utilizing the sampling method, however, it is not the way most people believe it is. A lot of people believe SEGA samples from other music. This, by now, can be considered 100% untrue. SEGA lifts audio samples from libraries dedicated to providing the owner with such. These samples have their copyrights 100% cleaned off, and SEGA is free to use them as they please, even for existing works (such as the "go ahead, scratch me" sample lifted from Zero-G Datafiles vol 2 for Metal Scratchin' from Sonic Rush, which originates from a Looney Tunes episode, but is not where SEGA lifted from). This thread is dedicated to research on samples used in music from the Sonic the Hedgehog series (and even elsewhere relating to SEGA) and documenting them all. So far, the largest milestone we have is the origins to nearly every single vocal sample from Sonic Rush, apart from the "BILLIE BILLIE" from Ska Cha Cha and the "HEE" from Metal Scratchin'. Check out the SEGA sample collection as it holds up as of now right here: https://app.box.com/s/qao86holfw22ao912z7q If you have any questions, or anything to say regarding the project, don't hesitate to reply!
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  4. 2D: Lava Reef (Sonic and Knuckles) and/or Launch Base (Sonic 3) - Both have an epic climactic feel to them and both have general flows that differ greatly from the norm. Honorable Mention: Wing Fortress Zone (Sonic 2) - it's cobbled together in a weird way that allows for some awesome sequence breaking. 3D: Final Rush (SA2) - When you master this stage, you feel freakin' awesome. Honorable Mention: Space Gadget (Shadow the Hedgehog) - evokes a lot of the same feelings as Final Rush, and looks a little more polished while doing it. Too bad it's held back by a game with much shoddier controls.
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