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sonicyoda

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Posts posted by sonicyoda

  1. IMPORTANT UPDATE BECAUSE I OFTEN FIND PEOPLE COME AND ASK ME ABOUT GAMES

     

    I've lost everything. Hard drive crash. Please don't come to me if you're trying to find a specific game from this list. If anyone has a mirror they can upload that would be fantastic but either way I can no longer help you. Sorry about that.

     

    EDIT

     

    Never mind! There are new links on page 9 anyway! 

  2. That's fair and maybe I'm just speaking out of personal preference, but I just thought it was a bit boring to have a slow, trudge-through-the-water-stage from the get-go. I would have preferred the game grab me by the balls and give me some action from the beginning.

  3. Played the demo last night and just wanted to leave some comments:

    1) Assuming this is supposed to be the first stage, you might want to not include so much water. If you're trying to grip someone to play the game then you'll probably want more high speed action instead of slow underwater segments

    2) The pose Sonic pulls when he launches off a spring looks a bit unnatural. Might want to straighten him out a bit

    Other than that it was good! Graphics were nice, really liked the Sonic sprite and it played as good as a Sonic Worlds-powered game should. The only thing you might want to think about are some original gimmicks that'll help make the game stand out a bit more.

    Otherwise a good effort :)

  4. Hey guys. Just a quick thread to let you all know about a series I'm currently running on the SEGADriven YouTube channel for shits and giggles. Just thought it would be interesting to this community in particular.

    The series is called 'Shooting Hedgehogs in a Barrel' and the sole purpose of it is to revisit old fangames, muck around with them for a bit and generally ridicule the days of static engines and poorly made fangames.

    The episodes that are currently available include:

    Chaomega:

    Sonic the Comic Madness:

    Sonic Move:

    Sonic Gamma:

    Omni Khaos:

    The sound improves on the following episodes:

    Neo Sonic Universe:

    Sonic Ki:

    Sonic the Fated Hour Christmas Beta:

    Knuckles Millenium 2:

    Enjoy and apologies for my terrible speaking voice. Can't say I'm the best presenter when I don't have a script!

    I also do fangame reviews on another channel. These form a series called 'Fangame Focus' and I'll be continuing with some new content for this series very soon:

    Sonic Axiom:

    Sonic Time Attacked: http://youtu.be/YfPIntdfcfI

    The S Factor:

    Sonic the Hedgehog 2D: coming soon!

  5. I still have everything from the original post I made and all the stuff that was collected together by Perfect Chaos Zero but I don't have any hosting that can support an upload that big. I can however sort you out with specific games/demos via my dropbox account. I'm seeing a call for Thirdscape and Vehemence; anything else?

    UPDATE

    Uploads below:

    Vehemence - https://www.dropbox.com/sh/t46v5rb08l4jmo0/HHvYAMnTrY?m

    Thirdscape - https://www.dropbox.com/sh/bbidiwj0t4xagku/geoZLc2UGK

    Thirdscape 2 - https://www.dropbox.com/sh/147lyr95aiechcz/P2IA6KC7Zg

    Thirdscape Xmas Special - https://www.dropbox.com/sh/v2gkkfmj7lk7q5e/ZCbrZZ_ccd

    Enjoy!

  6. Liking the changes to the hud and the addition of the hit animation.

    As for custom art style, not many fan games use it. There are some out there, but they're usually outweighed by games using existing tiles and changing the colours and/or combining them with other existing tiles.

    Neither style is wrong or right, but I was thoroughly impressed by the custom art and like I said in the video, the nostalgia for the fangames of old.

  7. Final thought:

    You've got a long way to go, but if you change the level design so that speed is earned through running rather than abusing the peelout/spindash, finish Sonic's art, and match the art design up, you'll travel far in a shorter amount of time than you think.

    Pretty much that.

    One thing I wanna say, I absolutely love the big chunky art style. Like really love it. I'm probably gonna be in the minority here but I just think it looks great. It's cool and original if anything. Also it reminds me of Sonic SV2 (I think that was what it was called) and Sonic Nebulous. Memories...

  8. half of the original Sonic 1 levels are like that (especially Marble Zone and Labyrinth).

    Completely untrue; those levels have a flow based on accurate platforming; they aren't just random tiles slapped together. There's a clear path you can take to navigate areas correctly.

    Let me explain what I mean:

    You have too many areas where you're just launched into the air for no good reason:

    2vl71qq.gif

    Sonic games do this because there's something worth seeing in the higher areas. In your game there is usually nothing worth being launched in the air for.

    These wall jumping sections are amazingly awkward and some of the walls don't even allow Metal Sonic to stick on them. What I'd do, especially for the first stage, is have a banner or notice telling the player that they need to wall-jump. Then they know they have that ability for later stages because it's not obvious in places that you're supposed to use it:

    2wokc5c.gif

    This is what I mean by random tiles slapped together; what is the point of that spring being in a hole? It's like you've just done it because you thought it was "cool":

    33jojg6.gif

    Just have the spring on the ground next to the wall; this is unnecessarily awkward.

    What is the point of this wall? Why are you made to stop for nothing?

    js2afs.gif

    The original Sonic uses walls as an indication that there's something dangerous ahead or you need to think about your next move. For example:

    20gk106.gif

    Here you've been made to stop because there are two threats. Being made to stop makes you think about your plan of action. Being made to stop in your game is usually just a case of bad level design and it destroys the flow.

    Speaking of flow, there are far too many random walls blocking your path. Use tiles like these to keep Sonic's speed up and keep the flow of the stage rolling:

    a2uf6o.gif

    Also your shields are never visible and that first boss is so unfair; there's not enough room to manouvre and hit him.

  9. Bump, if still no comments, then I guess my work here is Perfect.

    Don't farm for attention.

    Played it and I've gotta say your level design is not very good. The first stage is actually pretty good but then it goes a bit downhill from there and it loses the flow. It's almost like you've slapped any old series of tiles together and hoped for the best.

    Outside of that it certainly looks original and a Metal Sonic hack is pretty unique.

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