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Posts posted by StealthyMC
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Perhaps try activating a small region around the enemy so that the floor around it doesn't get deactivated?
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That is so cool, what engine is it running on now, besise that you and Delta have done it again, to impress the members of SFGHQ/Sonic United.
It's running on AeroGP's Studio engine. The physics are much better than the previous engine that was being used, which was the DASH engine. Perhaps a video in the future can impress more people haha
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Just needed to post something since it's been a while:
One of the new changes coming to the game is the fact that level structure will be similar to the Adventure games, where each Zone will have one Act. Bosses have not been planned out yet.
Acts will try to clock in at least 3 min. For Shimmering Shores, the Act 1 and Act 2 maps will be combined, along with some new routes and secrets.
A new Demo is planned for the next SAGE in 2015, with two playable zones: Shimmering Shores and the new Towering Treetops. More details to come in the future.
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A level order change as well, wonder what the level order would be? Besides where's Delta anyway, Is he still with you?
Yeah he is still involved, he's been busy for the past year. However, he's obtained a new PC, so that could mean more progress for this project.
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I am 100% sure you'll be able to use this to create your own Sonic game when the source is released.
I really look forward to this engine, as it looks and plays fairly accurate to the originals. I'm currently using the Sonic Studio engine AreoGP created which is spot on, but the ONLY thing that's holding me back is the limited terrain you can use. Quick question though. I see you've implemented the Tails following AI very accurately, but would it be possible to have other characters follow each other, such as Sonic following Tails, or Sonic & Knuckles?
The terrain isn't really limited. I'm assuming you don't know how to use the hard colliders.
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It is nice to see the game is still not dead. btw an engine change?
Yes. More info will come in the future, hopefully.
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And suddenly...
LEVEL ORDER CHANGE! (2nd level, Towering Treetops) To make the transitions between levels more cohesive, some of the levels have been switched around. The tileset for this stage is very WIP and could change or it could not.
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Just to show proof the project isn't dead.
Edge of Darkness is currently facing a complete overhaul, from story concepts to a new game engine. A new trailer might come out in the coming months, assuming things work out right. If anyone is looking to provide graphical assistance, or be a part of the small team, contact me.
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Calm down, the game is W-I-P.
If you prefer more traditional Sonic gameplay, get the 3DS one.
I wasn't criticizing it?
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Also it's really bothering me that people are using the fact that this isn't a main series title as an excuse for poor game play.
Well first of all, if you didn't play the game yet, I don't think you're in a position to say that it has poor gameplay. It's different, yes, but this game isn't targeted for the retro audience. You would think people would know this by now.
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It says private for me too. :/
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New trailer released for SAGE! The video was edited by Faseeh.
We hope you guys enjoy the demo at SAGE tomorrow.
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May not be press but Sonic'sChannel released a new trailer for it. That's some good exposure:
(I'm allowed to post this right?)
I literally just saw that minutes ago. Lol
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Oh no... How dare a fangame get inspired by another fangame...
(just teasing, btw)
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Well for starters, it's more clear and the gameplay looks more smooth for some of the games.
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Seems like a good way to promote Sonic: Edge of Darkness. This encourages me to finish the demo more quickly.
Hoping it doesn't get crapped on by critical fans. (crosses fingers)
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We'll work something out before the event starts.
I don't really mind the stealing, but I'm surprised he would steal that. It's so old and shitty.
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Whoa there at 3:00. Did he just steal an old project of mine? Josef the Hedgehog looks like the exact same game as the one I published years ago on YYG:
http://sandbox.yoyogames.com/games/104610-sonic-advance-4-demo-30
Seriously check the demo if you have time and compare that to the one in the trailer.
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Lake, lake, man, you work fast. Are you human? Do you go outside? I'm concerned.
He may have an illegal sweatshop.
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._. Watch out any incoming fresh faces.
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The trick is to use more trangles the steeper the slope
I'll be sure to keep that in mind, thanks.
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Just be careful not to stretch them too far. Otherwise the enlarged pixels will make the player hop up and down.
I started noticing when I first messed with the terrain masks. So far, the player travels along the ground smoothly.
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Taking a little break from Edge of Darkness, I decided to try and recreate Emerald Hill Act 1 in the Studio engine. I learned that I could just stretch out the terrain masks instead of making new ones. It's working out pretty well, actually.
Perhaps this could be used as an example level in Aero's future builds of this engine, if the level is good enough.
After SAGE I'll probably complete the rest of it and post it on here and Youtube.
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Weren't you making Sonic Legends? Seems like you're jumping back and forth.
First of, I'm impressed by how much content you're able to include for this upcoming demo at SAGE, especially if this was developed sometime after SAGE 2014 Act 1. That's pretty fast development! I do like the concept of having one act per stage, similar to the Adventure games. I'm assuming the levels will be long enough so that it plays just as long as you would be playing 2 separate Acts.
Now my nitpicks.. Well most of them have to do with the visuals. Not only are you reusing assets from official Sonic games, there's obvious signs that you're mixing styles in the graphics. A very obvious example would be around 0:57 in your video, where it shows off the stage Forgotten Kingdom. The background uses the Azure Lake BG from Sonic 3, but the foreground tiles are from Sonic Advance.
And there's another thing that I tend to see pop up in some of these games, and it's the use of Game Maker's default effects. It really doesn't match with the rest of the sprite-based assets in the game, which, at least for me, sticks out a lot, and not in a particularly good way...
All in all, this looks like a decent beginning to a fan game, just needs some improvements in the visuals department, and perhaps it'll be one of those games that actually do get finished.
scrMovementSet/movement_initialize and deactivation
in Game Project Assistance
Posted
Yeah perhaps you could give it its own activation field.