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toaster1

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Everything posted by toaster1

  1. And even before SAGE has begun, I'm already working on stuff for the next beta. =P Feast your eyes on this un-named Lava zone, evocative of Lava Reef act 2. Currently thinking about names for this zone. Graphics not entirely final; but don't expect a total do-over.
  2. I was one of the rare few until half a year ago, when I got one. It was... the last one I ever had. ;.;
  3. Overbound, all of this rules. This is why STT is the best. It has all the awesome. All of it.
  4. Niiiiice. Thumbs up to Overbound and the hack-like one. Gijinka looks floaty and out of scale; Springs way too small, everything else way too big. And that's even with the resized screen. No offense.
  5. Thanks everybody! I am not going to touch the level design itself much (if at all) because the majority enjoy it, and no major graphic changes because the majority are fine with it. Sorry to those who do not like the striped walls. But there will be fixes for the rolling in the U shaped valley at the end of Act 2. The boss will be given another attack as well. And the Shellbeater. It will be toned down in difficulty; it will randomly face a different direction when created, so it will be less likely to bump off. There will be less of them as well, and that annoying Skybuzzer on top of a spring will be removed. That is the feedback I have recieved so far! Thanks for the compliments, those who made them. RGX, later levels shall have more exploratory, less 'hold right to win' level layouts. I hope to show a new zone mockup quite soon. =)
  6. I made it. This is the SAGE website for Sonic Genesis, lovingly and helpfully crafted by Overbound. Massive thanks to him. I'm posting this now because I don't want to be lost in the confusion of SAGE; people will want to play my game first because it's the only game they can play! =P The download link is on the website btw. =)
  7. Yesss, I just sent it. Consider Sonic Genesis in SAGE.
  8. Thanks for your constructive criticisim emersion. I based the wing-ring upon the original Sonic 1 logo, shading and all. The Sonic sprite was taken directly from Sonic 2 with only one minor edit to put the finger on (not the title screen, but the ending). If you are displeased with the jaggedness of the finger, you must realise that is the only part of the finger animation that is not smoothed; If you want proof I can show you all the frames via PM. And the linework actually much better; It was originally made at a larger resolution akin to full screen, only resized badly for small screen mode. It looks perfect in motion as said by testers. I agree it looks horrible as a standalone screenshot however. Also stupid modern sonic quills make me laugh. Why did you treat me like an idiot at the end of the post? I obviously see a difference and I don't intend to head in that direction; I used existing Sonic 1 and 2 colors in the wing-ring and the added shading towards the sides goes against that. Why don't you try making a Sonic title screen 100% by yourself? Or are your spriting ventures limited to smoothing out existing images, making some choppy extra linework and adding extra hair to it? I refer to both your avatar and the edited wing-ring title screen to back up this point. It is all valid criticisim, but it is mostly circumstantial. I ask you to PM me for further elaberation on the logo.
  9. ENJOY YOUR RELATIVELY SHORT LIVED OCCASSION OF HAPPINESS. IT SHALL NOT LAST FOREVER. (I love robot-like birthday greetings =P )
  10. Amazing. I really like your project and art style. =) I wonder how it plays, though. I mean, aside from a boss that won't be in the final.
  11. It should probably be something like a(triggername(a)), because you contained it within quotes, which implies a string. Also, the a may be a problem. But I don't know anything about MMF2, just giving some outsider help.
  12. I finally made my topic for Sonic Retro. I am called Roller there. Also included: Twelve screenshots stitched together into a massive PNG quilt.
  13. Sonic isn't normal size. He's double the size, actually. The HUD is a factor too however but it isn't that different compared to the normal HUD for that engine.
  14. But people don't want tons of detail and big sized character sprites. It makes the game harder to control because then you can see less of the screen and more of a giant sprite, which stops you from noticing badniks and spikes and ledges and stuff. It's trying to FORCE you to stare at a character, which you will be doing anyways for the rest of the entire game. It didn't work when it was the blue hog we all know and love. It will especially not work with your humanoid mix. The thing about the werehog is that he controlled differently. He had different speeds, different attacks, but was still fundamentally the same. The problem is that your game seems to behave exactly like he would if not a human - which is honestly a big problem. People don't want to play Sonic games to be confronted with what is basically a fancharacter in all but backstory and gameplay. Although, Sonic Gijinka could work if he had different gameplay. While it's good you're trying a new artstyle, and new ideas, your love for detailhas damaged the graphical foundations of a potentially good game. The Sonic art-style wasn't about detail in Sonic 1, which you are basing this upon. It was about bold shapes and a little bit of shading that gave a vibrant, almost impressionist-like view of the 16 bit world we know and love. (Also wheel feet on a human just drops into uncanny valley for me. Sorry. And I'm also sorry for the rant, it's just Human Sonic is a sore point for me. I look forward to at least playing this at SAGE.)
  15. P3DRO you don't have to flip your shit about it. He was the only one who asked recently; Adding to that, talking about the name is on topic. More-so on topic, your game is beautiful. =O
  16. Pro version it is. You need the pro version to make an even remotely advanced Sonic game. Sorry.
  17. I am pleased to welcome DJ espeed to the project! His music is awesome. You should probably go listen to it now. Now. =P
  18. Thanks, gsoft! Sorry, Overbound. I thought the website would only have it in .gam files which I'd have to extract using a program I don't have, which is how it was before. Also no Gens. D=
  19. Can somebody please help me find the (KACHING) that sounds when it's finished tallying the score up please? Also the (NUH-UH) sound that plays when you choose a bad option in Sonic 3. Rep will be awarded upon delivery of these sounds! It seems one's in Sonic Worlds, but not Sonic Dash. Unfortunately. =(
  20. I remember the green stuff from the original version of Time Twisted. It was really sticky and hard to move in; it was made by a snail badnik whose sprites were taken directly from an unmade Sonic 2 level found in the Simon Wai beta... Or was it ripped from the final? I dunno. Also, nice. I look forward to playing it!
  21. Oh goody. Now I just have to get permission from Tweaker or find another remix I can use.
  22. Also I need to ask Tweaker for permission for a song. Sonic 4's Splash Hill Genesis remix.
  23. I've decided to use music from VGMusic.com because my first composer has not been online since the day he accepted, and my second is still deciding whether or not to actually work on the project with me. Considering SAGE is quite close, I've decided that I'm going to take matters into my own hands. http://www.vgmusic.com/music/console/sega/gamegear/index-sz.html I've come across a wonderful remix of the Sonic 2 Game Gear boss battle that I wish to use! The problem is that I have no idea who to ask permission to use it. The composer is credited as 'Rune Walsh', which a quick Google search identifies as... a character in Phantasy Star IV. Well, my luck has run out there. Would people flip the fuck out if I used it without asking, because I can't find the creator? Or should I follow this impossible path to the end of the earth?
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