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Snooky

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Snooky last won the day on January 30 2014

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  • Fan Gaming Specialty
    Programming.
  • Current Project
    Sonic Adventure 3

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  1. Just an update: I have been working on this game pretty much 24/7, trying to get the new version finished before SAGE. Along with copying every piece of working data to a new file (a method to eliminate crashes that has worked for me in the past) and in the process I have remodeled the levels as well. I have received feedback that the first level is a bit too big and boring, so I have condensed it--as for the rest, I have been adding extra paths to make things more accessible. Also, you know those rotating platforms that come in groups of 3 from the uhh, Genesis games? I ended up with a pretty nice gap in the first level that those would fill up perfectly, and I'm proud to say I figured out a way to program them in ^^ I am very proud of myself. The slowdown you may have encountered is caused by the radar I added in. It uses a script that involves activating and deactivating the robots every step and calculating the nearest one to calculate the position of each enemy on the map. I plan on adding an option that allows you to turn it on when 5 enemies are remaining, 3 enemies, 1 enemy, or to have no radar at all. Should take care of the lag entirely I have a job interview tomorrow, so hopefully my schedule won't start until after the SAGE submission deadline. Also, the loop-de-loop glitch that causes you to phase through the loop in level 1 is caused by erroneous placement of the layer triggers. As it is, Sonic switches layers just on the border of the 2 tiles that make up the loop, giving him about a 50/50 chance of staying attached to the loop or phasing through it. Crystal Coast Zone is also the only level I have experienced this glitch in, so that's the only thing that makes sense All in all, version 1.1 will be completely different from 1.0. Once I upload 1.1 though, I will take 1.0 off the internet as I am truthfully not satisfied with that build.
  2. I have received a response from a fan that the mid-air control is a tad tight. I need a few more opinions before I change anything. Can I get a few opinions? Do you think the mid-air control is too tight, or is it just fine?
  3. Nice. I have actually already added several features and fixed a few major bugs since my submission I've added a radar system of sorts that points you towards the enemies, because who wants to be lost in a huge level searching for that last annoying enemy? It's happened to me many times xD
  4. Went ahead and released a version for SAGE. I am not finished working on it though! There are still many things to add and fix. I didn't have the time to address everything in this thread for the initial release, but ya know, the deadline is tomorrow. I hope you guys enjoy the full game :3
  5. UPDATE: I just finished the final boss. Now I must add the finishing touches and version 1.0 can be released soon
  6. @Faseeh: Now that is a capital idea! I'm also with Highwire here, there need to be enemies in the first level that take multiple hits, but no harm done if the fish die in one hit (that was actually my original intention, yet sometimes they take more than one hit. Weird)
  7. Tis true for this first level, but the enemies do begin to fight back as you progress through the game
  8. 1 is a glitch I have encountered, however I THINK I have reached a solution. Fixing glitches like these is very important to me and this one has been under my radar for quite some time. As for 2, I can't fix something that isn't broken. The enemies take more than one hit. I'm not trying to recreate every other Sonic game. I'm trying to make my own game. This is a beat-em-up.
  9. @Faseeh: This game was made using Game Maker 8. I had spent a lot of time trying to create my own Sonic 360*-rotation engine, but could never pull it off--until one night, I took an adderall pill for the first time (I do not endorse the use of adderall pills, as they are extremely addictive. I am diagnosed with ADHD and that is the only reason I was prescribed this horrible medication). My brain went into hyper-drive, and I examined Damizean's 360 engine and figured out exactly how he made Sonic do his rotations (a matter of sending 2 sensors down on either side of Sonic relative to his current rotation). I do plan on stripping the game down and releasing it as a standalone open-source engine when I'm done. Of course, I started this game with an engine, so I already have the open-source engine this is built from on my computer, but I've made so many improvements since then that that version of the engine is totally deprecated. All I need to do for this to work as an engine is re-add the water code, which I took out for this game. I felt that water sections would really hinder the fast-paced combat aspect of the game. And I've had the same thoughts about the HUD, in fact, now that I've finished the final boss, I think that's the first thing I'm gonna change ;p PS. I built this game's soundtrack from OC Remix. I make my own music and I'm actually a rapper, but I'd love to hear your music and possibly collaborate on a game with you at some point @HighWire4: Please do! Were you planning on making a gameplay video, or more of a review-type video?
  10. Getting ready for SAGE! The aim of the game is to kill all the enemies and free Sonic's forest friends from Dr. Robotnik's badniks. To do so, you must punch and kick your way to the finish! For an added bonus, try completing the level with every ring and without taking damage for a PERFECT bonus! Controls Movement - Arrow Keys or Gamepad Jump - Z or Button 2 on Gamepad Punch - X or Button 1 on Gamepad Kick - C or Button 3 on Gamepad (customizable controls is a planned feature.) I've tried my hardest to clone the basic engine after the Mega Drive series--I hope you find it pleasing I have a website at http://games.kronikkillaz.com/sonic. Unfortunately, due to issues with my free hosting plan, it doesn't show for most people, so here is direct link to the latest demo on Mediafire: http://www.mediafire.com/download/o5uygbe8dz4z8cm/SBB-DEMO3.zip Have fun and don't forget to leave feedback! <3
  11. Name it after a random story element it contains.For example, in Sonic Unleashed, Sonic's werehog mode is "unleashed," as is Dark Gaia. Therefore, the name is Sonic Unleashed. In Sonic Colors, there are wisps, and each has a different color. Therefore, the name is Sonic Colors.
  12. >Implying Sonic Unleashed was cheapIf Colors has the same kind of puzzles and challenges as Unleashed, then I can't wait to buy it
  13. I'd just like to point out that the weed in the picture I posted would actually be considered very good But I think we derailed the topic a little xp
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