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Chaos-Fusion

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Posts posted by Chaos-Fusion

  1. So I decided to take a break from Sonic Light and Darkness as I hit another motivation wall so here's what I made when I took a break from making games during my break.

     

    Some of you might recall seeing this on my status a while back:

     

    Well, here's a playable demo of it with an additional feature.

    http://www.mediafire.com/download/129u2yguv8wx9yg/Project+Eva.exe

     

    To give more of an idea of what I've thinking of creating:

    I want to try and create a metrovania style game where there is a single enemy that can explore the mansion/castle that the game takes place in and acts as the main threat throughout the game. This Ai will decide where it goes and when to attack the player but also to create mini clones of itself to inhabit the game. These enemies that are spawned will be able to access any room in the game meaning that the game will be randomised sorta depending on how these bots distribute themselves. The enemies spawned will range from simple small fry enemies to boss style enemies that spawn rarely.

     

    In terms of player mechanics, the game will lean to a mix of DMC styled combat and the usual metrovania elements where the player gains more and more items + abilities as they progress allowing them to access new areas and deal with the numerous threats much easier.

    As it sounds at the moment, its all pretty ambitious and will probably get dropped for another project as I'm the only person working on it but hey, doesn't hurt to try. Hell, the ai that i have in mind is already going to be a bitch to program as it is but that might not be nearly as troublesome as I thought though. Afterall, this is the most progress I've ever done on a functional Ai of sorts and I'm proud of what I've managed to pull off after looking back at past attempts.

     

     

    Few notes:

    Graphics wise, almost everything is a placeholder. Hell, the character sprites are being used from one of my older projects. Wish Chumbucket continued making that template : /

    Sound wise, everything is a placeholder. If people want for some reason, I can send them the sound files if they want them. I haven't seen any decent rips of DMC sfx afterall.

    Mechanics wise, still being worked on though I will be taking yet another break due to assignment piling up. This demo covers the acrobatics and a test for the gun.

  2. I don't mind the designs tbh. They suit the art style that BRB and Ouido are using + most of them seem to be secondary characters that exist more for world development at most. Afterall, we can't just have the same 6 idiots(The main 4, Eggman and Lyric) running around in a barren world for the entirety of the TV series.

     

    Also, I hope this thread doesn't end up like the Neogaf thread where many people used the silly *More shitty friends response*

  3. So you are putting these up online for others to use? I'm asking mainly because The R2 level interpretation looks fantastic and I might consider using it for later projects. *Pretty much being sure despite topic saying free sprites

  4. Pretty sure I'm just saying what others have mentioned above but,

    Personally, I'm also cool with screenshots and videos as again, there are times where the current build just isn't ready for others to play.

    Using my game as an example, Horrible glitches, Level Design Quirks, unfinished mechanics and a mysterious memory leak that I can't seem to find the source of.

     

    Also, looking back at all my previous demo's that I did release, I realise that there wasn't much of a difference between them until I released the SAGE 2012 demo meaning another reason why I wouldn't release a demo is because the lack of any new content to distinguish them from the last version. Hell, the current build I have at the moment still resembles the SAGE 2012 demo in terms of structure and content except with mechanics added or refined.

  5. Yeah, no real reason for me to mention the music as others have already brought it up along with some nicer suggestions. The tits joke at the end aside, the choppiness of some of the footage really kills the video quality imo. Though, I'm not one to complain as my own videos were choppy at one point as well.

    • Like 2
  6. Update Time:

     

    About time I actually posted something of signicance. I might be able to submit something for SAGE Act 2 like that Apology build.

    Anyway, the video pretty much showcases test enemy hit feedback along with some of the attacks and abilities the player has at their disposal.

    Oh and the new menus in action.

    With nice animations.

     

    What I have:

    Enemies physics that react to attacks accordingly

    Juggling

    Rail Switching

    Cleaner menus + Transition Animations

    Homing Attack Control (Can control homing attack bounce)

    A psudo-Frame Cancel/ Dodge ability

     

     

    Will add a more Detailed explanation of the combat later on. Probably tommorrow.

     

    And as always, things will change due to it being a WIP and feedback is always welcome.

     

    Edit: Oh and I almost forgot, here an earlier vid I posted to keep the game alive that shows Turbo mode and progress on the Cloud Ruins Level.

    • Like 2
  7. If this is the original Revival engine, you're going to see that issue alot. Since I haven't bothered to look up whats causing it for my game, I modify the level ramps so that theres room between the top of the ramp curve and the top corner of the ramp so that the physics don't treat the 90 degree angle as another ramp. If that doesn't fix that, then you'll probably going to have to modify the Angle Detection or angle collision coding of the engine to prevent it and I haven't attempted anything like that.

    Or for an even cheaper solution, I add an invisible trigger that forces the player off the ground once they reach the top of the ramp but I rarely use that solution.

     

    Otherwise, what engine are you using? I can't think of any other engines that have that ramp issue.

  8.  

    The studio is teaming with Japan-based production company Marza Animation Planet, a division of the Sega Sammy Group, to make a hybrid computer-animated/live-action feature.

    A hybrid...of cgi and...live...action...

    live...action....

    Sonic in live action

    SonicFanFilm_Full.jpg

    A full CGI like night of the werehog would have been a MUCH better choice. The animation for that was fantastic but for this, well, just going to have to wait and see.

  9. Well, the writing in both those e3 trailers did have me laughing. As for the gameplay, I'm sorta alright with the gameplay direction it as I didn't really expect this to play like any other Sonic game. Just hoping that the combat has depth to it though and that they at least increase the characters base movement speed. At least increase their movement speed to the run speed of Lost World. Not too slow and Not too fast.

    As for the older footage, the voice work and writing was over the place. Hopefully they'll stay consistent like from what I saw in the newer trailers.

     

    As for the TV show, that actually looks like a fun show to watch.

    • Like 2
  10. And just like that, I'm getting a Wii U. Their release lineup looks fantastic.

    Aside from the Hoenn remakes, Those new Zelda games and X. God Damn those look amazing. Splatoon looks interesting as a concept.

    So I guessed right with the composer of X. The trailer piece sounded a lot like Sawano's previous work.

    Love the use of Robot Chicken in the conference as well.

     

    Also, the Doom 4 teaser sorta caught my attention. Still hoping they don't screw it up.

  11. Actually this is Sonic's DmC. A franchise that was once made by japanese developers given to western game developers in the hopes of spicing things up a little and change a few things to appeal more to the west. Everything on this screams western culture. We have the brave hero, the bulk friend and the femme fatale. Exception being only Tails, I suppose. Who haven't changed much.

    That is true, both are being developed by western devs in hope of appealing to the western audience and both are reboots. When I say "haven't pulled a full DmC" though, I refer to the fact that the characters are still recognisable in their updated looks and aren't that alienating compared to other reboot character designs, the reaction from the fan base is a lot more mixed than negative (from what I've seen at least which is much better than the DMC fan bases reaction), SEGA has made a reassuring statement to calm fans that fear replacement of the old canon(could change later down the line though) and the developers working on the game are ex naughty dog staff + Chris Senn.
    • Like 1
  12. Well, at least Sega hasn't pulled a full DmC on the sonic franchise. A more than competent developer is developing it and they said from the start that it isn't replacing the original franchise(At least not yet) so that's good enough for me now.

    IMO Design wise, Tails and Amy look the best with Sonic and Knuckles being the weakest, the tv show looks like it will be hit for it's intended audience and gameplay wise, I'll wait a bit as there wasn't enough footage to base my impression on.

    Oh and Wub Wub trailer music...ffs

  13. Forgot to mention that, The character sprites show which characters you can summon during gameplay. Each character has a certain effect or performs a certain action when summoned.

    For example, calling out Tails will allow the player to fly for a bit, Knuckles to glide, Shadow to freeze time, etc. Like in Generations and SAdv3 how each character assists the player navigate through the stage with the specific ability.

    And agreed, if the Menu's of a RPG are an eyesore or pain to navigate through, its a enough of a reason for some players to turn away from a game entirely. Ease of use and easy on the eyes.

  14. @Gsoft: God Damn, that is some excellent Feedback. The example you provided looks much better and organised.

     

    For the points that didn't make sense in the mockups or just general direction of my game, there are some elements that I should have clarified earlier like that my fangame only has 1 playable character similar to Crisis Core and Fable where the player only controls one character and The mild Headache is just a counter for Supersonic to activate properly.

    Lastly, the party member windows were a dun goof on my part, they should have a bottom edge.

    Anyway, Pictures are always better than a cluster of text and I'll take into account the layout from your example so thanks for the feedback.

     

    @ECLIPSc70: The basic shape of the logo looks alright. I can tell that the game is music related despite it being a WIP. Only issues to me were that I didn't know it said Jam until I saw the rest of your post.

    As for the background pattern, have you tried any other colours combinations aside from black and white? Maybe Red + Black?

  15. Definitely want a Mega Evolution for Typhlosion. 2nd Favourite starter behind Chesnaught. Speaking of Kanga though, I find that Chesnaught is a decent Mega Kanga counter. Rocky Helmet or Spiky shield to cut some of its hp down when it attacks and hit back with a hammer arm.

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