Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Leaderboard

Popular Content

Showing content with the highest reputation on 12/13/2014 in all areas

  1. I think having 24 stages per one world is way too much. Even if each stage might be less than a minute long... say 30 seconds at the most minimum, you're looking at over 48 minutes worth of gameplay. No doubt that would be a drag even for the most dedicated players and as you mention, time would be better spent on other areas of the game than repeating the same ideas ad nauseum, as they say less is more. How many worlds are there exactly? Sorry if I missed it mentioned in this thread.
    2 points
  2. I think a maximum should be 7 or 10 "acts", no way am i playing 24 stages in one world.
    2 points
  3. Wow. I'm disappointed in DarkVampireDee. Nobody did anything to him. All he got was helpful criticism. He wasn't harassed, no one called him names, no one attacked him, and even when he was getting reactive, people were still mild and reasonable and trying to help. The only thing he was "standing up to" was a community eager to support him. His reaction was extreme, irrational, and uncalled for. Whatever happened to this project is his fault, nobody else's.
    2 points
  4. https://twitter.com/BrockCrocodile/status/543784524971515905 Showing off three of the four gimmicks found in Museum Mayhem; laser beams, blocks and moveable crates. Level is a lot more slower than the prior 2 levels and probably my favourite to playthrough (But not necessarily to design!)
    1 point
  5. Here's how it works, Facundo. When you click the quote button, the page automatically fills in the quote. Write your message outside that part. Your message in plain text should be something like: [quote](quoted message)[/quote] (your reply)
    1 point
  6. That's pretty nice, but I'd make it grayer. Lose some of the saturation and it should work.
    1 point
  7. Facundo, you put the quote inside of the box. Your reply goes outside the box. Like this. I agree, Jassbec.
    1 point
  8. 1 point
  9. I think he meant too blue? At least I think it'd be better if it were a bit darker.
    1 point
  10. I don't think that's how quoting works bud, lol.
    1 point
  11. The main difference is that a hack is a modification of existing rom data, which is a program that runs on exclusively on a console, and a fangame is a program created from scratch that runs on a personal computer or other desired system. Technically, it has nothing to do with whether physics are already there or not, and a hack or a fangame does not necessarily mean it is Sonic related anyway. The difference between hacks and fangames is very significant. Given a hack is a program exclusive to the console, it inherits all the limitations of the console, which are usually very strict and difficult to work with. Formats for assets and code are unconventional and require unusual means to work with and programming may require dealing unfriendly forms of code, which can complicate things greatly given a console's limitations. Even something as simple as replacing a sprite or adding a bit of code can destabilize the game in unexpected ways or produce unwanted results that require a lot of work to fix. Generally speaking, adding a spindash in a hack is much more complicated than adding a spindash in a fangame. A fangame is only limited by the computer you're working on, which especially nowadays, gives the developer enormous freedom in what they can accomplish. Assets and code can be as conventional and friendly as the developer needs. Formats and language can be chosen to the developer's preference. Far more robust and intuitive tools exist to create the game that cover more aspects of development. The resulting program can run universally on the devices it was designed for, most likely being personal computers. However, fangames cannot run on consoles like the Sega Genesis, and this would be virtually impossible to accomplish. This is not counting the exceedingly rare exceptions where a fangame was explicitly designed for a game console, by making a game from scratch that runs exclusively on the console (with these, the line between fangame and hack may be a bit blurrier, but these would still be fangames and not hacks). Given all that I explained above, it seems like fangames are really the "lazier" way to go. No worries about formats, no strict limitations, easier means of programming, convenient friendly tools. But these things do not make it lazier. With such means, you can still put any amount of effort into creating your game, as much as you would a hack. And again, it's important to emphasize that a hack is a modification of an existing game, and can only run on the console belonging to the modified game, whereas a fangame is designed freely from scratch that can run on personal computers, without needing to adhere to the severe limitations imposed by a console. In fact, the only thing that even defines a fangame is that the game is based on an existing franchise in some way. A fangame is really just a game that happens to be about something you're a fan of. The form of that game can be anything. In that sense you can call a hack a fangame, but you cannot call a fangame a hack. However, it is best that hacks are not referred to as fangames given that a fangame is much more broad and a hack is much more specific. Saying something is a fangame will imply it's a game for personal computers and most likely not a hack or rom. Saying something is a hack when it is not is wrong period. To put this in perspective, here is why it is so absurd to refer to fangames as hacks. Here is one of the most impressive and advanced hacks ever made. While it looks nice and interesting, it will never exceed the limitations imposed by the console. It will always look like a Sega Genesis game and the game's capabilities will always be restricted to the console's heavy limitations. This includes only 2d graphics, color counts, resolution, memory used by code and graphics, the ability of the synthesizer sound chip, and number of sprites visible on screen. It can be played on the console and via emulators. Here is a fangame. It is light years beyond anything the Genesis is capable of, and it is absolutely impossible to accomplish even a small fraction of this game on the Genesis. It features multitextured 3d models, skeletal animation, scalable resolution, CD quality sampled audio, 3d sound effects, and the list goes on. The capability of this game could go far beyond even this. It was created from scratch in Unity, and only runs on PCs.
    1 point
×
×
  • Create New...