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InfinityAlex

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Everything posted by InfinityAlex

  1. My god, that is wonderful. Lake, freaking hire this guy! XP
  2. When Sonic Overture gets a demo out, I'd seriously suggest looking into that. Also, not to toot my own horn, but I have a game announcement coming some time this year.
  3. So, basically we're going back to Boost-to-Win or Lost World with a more down to Earth artstyle (no pun intended). Good enough for me. Hoepfully this'll be on Steam.
  4. I seriously doubt that you are telling the truth. These things are very rare occurrences in a legit copy of MMF2.
  5. That sounds interesting. Say, just how many beatings can this guy take? We had 2 alone in the demo.
  6. Ooh, fancy! Please don't make us collect Blue Spheres, though; we've been spammed with those since '09.
  7. Holy shitsticks, Lake! You drew that? It's amazing! Sorta reminds me of Grand Metropolis from Heroes...
  8. Hm...Are you planning to release any more demos before SAGE 2?
  9. I'd suggest tweaking his physics, such as his running speed and jump and also giving him his own unique set of powerups; something to distinguish him from Sonic. Also, I'd change his sprites to look less like Sonic; if you don't feel confident, there are many great spriters out there on the internets.
  10. May I suggest you map the shield abilities to a separate key to the jump so they're still usable? Just an idea.
  11. lol, you ever tried anything more traditional? jks, I love your creativity!
  12. This looks really good. Has much want right now.
  13. This looks really good! Loving Prism Palace and Fairie Forest, but I think the desert level is somewhat generic. I'd suggest not using Desert Dazzle tiles.
  14. Got a batch of screenshots for you guys. I'll be announcing the project soon. Woah, it's so hot around here! Just feel those heat waves! Wow, a sandstorm! It's blowing me back! Heh, this new move makes homing in and busting badniks much faster! (I can also still use the Elemental Shields too using the C button!)
  15. Er, wouldn't it be much more methodical and orthodox to have bosses in set patterns?
  16. Eh, the forums can be rather slow some times. Don't worry, though, I'm sure there'll be someone posting feedback here soon!
  17. If what the creator said last time he was on YouTube is to be believed, it's alive, but he doesn't want to show off too much for a while.
  18. I can't see any of them, so your hosting website is bogus.
  19. Yes, the tiles are in fact a recreation, but they are likely to be changed later in development. Also, why's that caterkiller circled?
  20. OK, so I don't want to start digging stuff up from other places, but this is relevant so I'm gonna do it. Yes, it is unproductive to suggest that devs are a failure for not listening to some fan input, but there are some things that need to be made clear, so let's begin. First of all, I absolutely love this game. It's graphically beautiful and has wonderful music. The enemy design and level design is for the most part rock solid. However, in the areas where it becomes frustrating, it shows. Of course there is nothing wrong with a good hard game, but there are some areas in the game which aren't hard but cheap. For example (I think it's in AAZ 1 Past), there is an orbinaut near a Time Post which cuts you off from reaching it as you have to go up a slope to get to it. However, the orbinaut's bricks still hurt you when curled. Because of the slope, Sonic is knocked backwards and lands at the bottom of the slope. I'd suggest placing the badnik better or choosing a new one. I have bought up bottomless pits in the past so I'll leave the subject be, but I suggest you really listen to what Highwire says in his review of this game. From watching his reviews as wells as reading Sparks' guide and watching Sonic Dissected, I've learned so much and I feel that I can say I've grown as a dev because of these things. Overbound, I do not doubt your skill or you vision (it is a wonderfully unique vision and a brilliant approach to a fan game in a community where the official games just get easier all the time), but I feel you should listen to those supporting the game just a bit more and be more open to input. Thanks for the wonderful content we've been able to play so far and I believe it will only get better. I look forward to the day when I can play the full game.
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