Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

LakeFeperd

Members
  • Posts

    658
  • Joined

  • Last visited

  • Days Won

    33

Everything posted by LakeFeperd

  1. I'm surprised to see no one used it yet. I made it for chrono adventure back in the day but i decided to make it available for everyone.
  2. Oh yeah, spark. To tell you guys the truth, spark is under a halt at the moment and will be for a while. In the meantime i'm working on this game, which is, in a way, more important to me. That is, i need master how to work with unity since i i'll have to use it a few more times for some pretty important college assignments.
  3. Just another level i've been working on. Reverse gravity can now be part of any stage. @MrLevRocks Not sure if that's a good idea, i still haven't figure out how the turning works yet (as i've mentioned before, i didn't make the car's pysics/control). But from what i know, the game has a Axis variable that's supposed to react to how much the analog sticks in a controller are pressed (-1...0...1) but when a keyboard is used, it simulates an analog stick and does what you see right now. I don't know how to change that and if that's really a thing since i don't have a controller to test it out myself.
  4. New Cars! Guess which games they are a reference to. And well, i guess this is not just a stunt race fx fan game but a game about old racing games. I'm now calling it "XF racing instute"
  5. Here's more stuff: Big images! Anyway, that stage was heavily influenced by F-zero GX complete with anti gravity. @Lange Oh wow, i really don't have a controller to test it out myself, so there is no way for me to know. Thanks for poiting it out. But with the way unity works, i don't really see that happening. Keep in mind the turning is worse the faster you are going, this is prevent the car from flipping by turning too hard at high speeds.
  6. In a more recent build i had to remove the low-resolution effect due to the fact it's only possible with unity pro, and i want to revert back to regular unity. Only them i noticed how much it adds to the game. That aside, i've been experimenting with a new stage heavly influenced by f-zero, with gravity manipulation and all. I'm really surprised how easy was to do all of this, for those wondering, this game sinply uses a tweaked version of unity's sample assets' car, which is build with just regular unity pysics. Although, i'm sad to say you guys probably won't see more of this game anytime soon, this screenshot is form a incomplete stage and i really have to go back to spark. @Lange Well, not really, the game is supposed to run at 60+ fps in every machine. The mechanics are the result of me using only unity's basic pysics for this game, which also means that it's really easy for them to go wrong since there is a lot of factors i just don't really have any control over. No matter how i place the colliders on a object, the car will go flying after colliding with it anyway. And yeah, i didn't realise tapping the keys to turn was a thing, i guess i jsut forgot about it.
  7. "Stunt Race XF" or just XF, is a game inspired by our good old racing games of the past, such as top gear and Stunt Race FX. The game right now is just about getting to the end and racing against the time. Download Link Screenshots:
  8. Big Images: This little experiment is almost coming to a close.
  9. not a screenshot but what do you guys think?
  10. http://sparktej.tumblr.com/post/102702517938/almost-back Btw, there's a new demo on the last page for those who have missed it And here's some stuff. I've been really busy with some college projects and i just didn't have any time to go back to spark. But i'm somewhat back, i guess.
  11. Yeah, the player also becomes invencible after it happens, I decided to leave this glitch in and focus on fixing others due to a severe lack of time. =P I also said that i was going to update the demo doring the event, and i didn't due to the same problem. I'm currently on the process of developing another game which probably won't be released around here but i should be back to work next month.
  12. Just to let you guys know, the NCFC demo has been already released: http://nintendocfc.com/booth.html?id=37 Unfortunately i've 0 time at the moment to work on Spark and the demo might be a little bit unpolished. But here's a few things you can do: - You can how store a power by pressing A (goes into a shield if using sword, that needs to be changed). - Sewer stage has now been somewhat reworked. - Scarf's top speed is now spark's maximun speed. - Every power execpt sword, bat and board can now do a 3th slash. >Sword Changes - Up + Attack now allows spark to release an upwards kick. - Down + Attack will create two blue balls near spark . - The balls can be influenced by the sword's slashes. And there should be a lot more that I don't remember or are just very minor to note. In about a month i should be able to get a more polished version out with a new trailer with some new stuff.
  13. Just to keep you guys informed, after some testing, i noticed the checkpoint system wasn't working right sometimes. If you start to feel a little bit frustrated with the game, stop playing it until i release a new build that fixes it. Sorry. =P Another one should be coming soon after i finish up some other stuff i've to work on atm.
  14. Demo v3 now released Download it here Remember, this is a beta build made for testing only, but it’s not open to the public. Changes: First stage’s layout has been completly redesigned. A new stage: Flower mountain canyon is now playable after the first stage. Tons of bugfixes and more. EDIT: i forgot, but the wall jump has been "fixed" after all this time. So, if you played it, tell me what you think. I really need to check if this is ok before moving on with the game.
  15. I probably should just stop whining about this and go back to work. My biggest problem with this is that i feel like before SAGE i was working on spark and now i'm working on a different game that is not spark but uses all of the same assets. I was more than halfway done with it and it should have been finished by the end of the year but right now, i'm not sure if this will ever be finished. I'm going back to stages i've designined at the end of last year and completly scrapping my work to make some new stuff for this "new game" that also happens to be known as spark. And as you guys should know, this is a terrible sign for most games, expecially sonic fan games. Most sonic fan games never get past the first stage just because the autor is never happy with it and in the end are never completed, now i feel like i'm on the same path. Maybe i just made a mistake to work on this behind closed doors for so long and not realising early that my time is limited (by that i mean one day life will kick in) But anyway, i think it's about time to end this and keep working on the game, who knows, maybe it will work... So, see ya, until the next demo comes out, which shouldn't be a long time from now.
  16. I've been working on some graphical updates on the first stage: And i've started doing some work on some new and bigger enemies and one of those will be added to the first stage's "ACT 2". Yeah, the first stage has a second part to it that was not available on the demo. @Sir Spacebar Yes and no. It is part of the original soundtrack, but it's also a placeholder. @Serephim Do I want spark to be a thing? Well, that question is quite irrelevant at this point. When i said i was making this game for you guys i didn't said i wanted to please everyone, you guys are, in fact, a very small but core target audience for me. The reason why ATS was so popular was that it was pretty good for the people here and that made it spread around other pages to finally arrive at popular sites such as kotaku. The same thing did not happen with Chrono Adventure. Chrono adventure, while a nescessary step i had to make in order to work on spark, was not something people were looking forward to, not enought people where interested in it. To put some things into perspective, spark did not even reach 1/4 of the popularity chrono adventure got. That's just goes to show how bad spark is doing, nobody seems to want it and why should i spend months and mothns working on something people don't want? I already made that mistake with chrono adventure and i don't want to do it again. For some context, the estimated number of downloads for ATS are 100.000 and for chrono adventure are 5.000. But spark is a demo you say, and to that i say: BTS aftermath has just about the same number as chrono adventure. Maybe i was just spoiled by ATS, and as the release thread for ATS shows, ATS is not really that good, yeah, i realised that the moment i called it done. But still, maybe i should just accept the lower numbers from now on. Who know what's ahead of me? And that's what i most fear.
  17. The option i will take will not be decided right now, it will be decided by something that will happen once a guy i'm working with has time to work on it. I could have just not made that post and keep everyone in the dark about how i feel about spark, but i just had to. I made my choice and my choice sucks... ugh, i hate that. That's how things in my life are right now. Maybe i was just being a bit immature, but at least i was being human. And i feel like this is the right place for me to be one, since it was here where it all started back in the beginning of 2011 (not really that long ago once you think about it) @Abominal Taz Well, i dunno, i don't feel like i'm an artitst in a way. If i want to sell a product, i have to treat it as a product and i need to make something people want to buy. Right now, i'm failing to do so. That's not just why i'm considering cancelling the game. Spark is just another platformer and to stand out it needs to be great. If i cancelled it and moved on, i would work on a much more original porject i've had om my mind for ages. @Jassbec It's not really that this attitude will keep me bringing lackluster peojcts, this attitude makes stuff like the v2 beta release come out. If i feel like i'm beign defeated, i need to rise up and do something about it you know. But the thing is, i don't have infinite time to work on spark, i only have at least 2 years before i should start to show some profits out of my work. Things will never be the same if i fail. That's why i think cancelling spark is not that bad of a thing. I would make a better game in its place, a much more original and interesting game. @Sir Spacebar yep =P That's pretty much the reason why i made those changes. That's one new way to beat a boss actually. Players now can choose if they want to build their "rage" metter, go like that, fire at a distance or do it in a mixed way.
  18. @Pulse0 Before i start, i want to be clear, i'm actually very thankful about what you did. Thanks a lot for all of your support pulse. Post Edit: Also, the more i wrote in this post the more i releasied what you actually wanted to say with it yours, but i just felt pressured to write this as a response to someone who has actually just made something pretty big to help me out. I just couldn't ignore it. Just take this as the feelings i felt right after i read your document. If you feel like not reading my response, don't, it might have been too hard in a way, and i feel bad for that. I'm sorry. Ok, so... @Everyone With that now out of the way, i feel inclied to ask: do you guys want spark to be a thing? I mean, i am willing to actually rework this into something else if you guys feel like it, after all, i'm not making this game for me, i'm making this game for you guys.
  19. Wait, so it was possible before? That's another one of the reasons why i wanted to release this as a beta first, I don't have a controller myself to test those things out but from what i know, if you press the "X" check mark to use the joystick again it might allow you to change the inputs. I'm not sure about it though, you can set and customize the keys for a keyboard by doing the same thing. @Plom510 I made the dash work almost like they do on post X4 megaman games. Although, a dash is pretty common in any megaman inspired platformer, so it's probably just a coincidence.
  20. http://www.mediafire.com/download/mezb901jp3m21m9/Spark+the+electric+jester+DEMO+v2.rar This one is a beta this time, and you guys should expect a few glitches, i'm releasing this one to the public in a way to get some feedback before the actual release. But don't worry, you can play around with this build just like any other demo i made, youtube let's plays, streams, everything like that is all right. Changes: - Spark now has a downwards kick - Spark can now dash -Gravity Gloves and the Scarf allows spark to dash in the air. - Spark can now do a dash attack - You will lose a power up after getting hit, the power up will drop off and you will be able to get it back again. - The power up you have will be represented on the HUD. - Spark now is able to fill a bar while he is attacking. - If the bar is full and you fire a charged shot, the charged shot will be more powerfull. - If you get hit, you will lose the charged bar. - New sounds have been added - The electric bat has now been added. Stages: - Ambient effects and sound effects have now been added to both stages. - Two new enemies have been added. - A mid boss on smog sewer has been added. - You will now go from stage to stage. - Debug mode is enabled in this version. - Level layout has been changed a bit. And much more.
  21. "This is not final and i’m just testing things out at this point. But anyway, this is a Megaman X dash for Spark! And it works just like in those games, even the afterimage will follow you after you jump mid-dash. You can't dash in the air normally, but you will now be able to with the gravity gloves power up. You guys think this is a good idea? I still have a lot of testing to do though." The dash makes you go 1 value faster than your regular top speed at the moment and it does not go faster the faster you are. I might change it though.
  22. http://youtu.be/LXMec8WbkQc Here's some gameplay updates - Spark now has a downwards kick that bounces off enemies and obstacles. - The Electric bat is almost finished, and now has the zero spin. - Spark now has a "rage" bar. - Sword power has been updated with the new rage bar - Spark will lose the power after getting hit, but the power will fall off like in kirby. - You can Remove the power by pressing 'S' or 'button 4' on a gamepad. - New effect for spark's second attack. - The hover board is now a regular power up. - The power you have is now displayed in the hud. @Pulse0 You can customize your keyboard controls with control+Y too. Edit: Also, about all of the drama. Here's the thing, I think i know what is going on. Pulse0 is right about is review, he didn't like the game and that's fine and i think it is fair to review a demo, what i made is what i made and it was ready to be reviewed. But i think people are failing to see what is really behind Pulse0's review. What i see is, Pulse0 is just dissapointed with the game. While i will disagree that the second level didn't have any challange (trust me, i playtested this game with a lot of people and the second level was quite hard), i can see why you were dissapointed with it. Or you were expecting that dopamine rush that happens after you complete a difficult challenge or you were expecting a megaman level of difficulty. But i feel like you were expecting too much, not because this is a demo, but because you had high expectations. This "dopamine rush" is something that can happen in any game, but it's not a common occurrence, those moments are rare and usually happen once or twice in a good game, some games though, manage to make this happen a lot, those games are usually called great games. Megaman games, however, are famous for having those moments but are also extremely hard (or dare i say it, frustrating) by today's standards and because of that, a lot of people don't really like megaman. Capcom is probably not making more megaman games for this reason alone, after reciving feedback from their focus groups, even though they could just make a simple game for a cheap cost for a niche audience since megaman games aren't that big anywa... ... whatever. But you had to have realised though, this dopamine rush, proabably didn't happen in any of my other games, ATS is known for not really being that hard. So is the original Sonic the hedgehog games, I remember only having those kind of moments once or twice while playing though sonic 3 and never thoughout sonic 2 (you know, metropolis, very frustrating and such). Still, it was a fair review, he didn't like that game guys... I'm the only one at fault here.
  23. Thanks for all of the feedback Serephim. Actually, in a few days, i should have a new demo adressing some of the feedback you guys gave me. A mid boss for Smog Sewer is already in being worked on.
  24. Crossposting from the sonic retro thread: "This is a "rage" bar. (I still have no name for it, any ideas?) It’s a bar that’s raised by your normal attacks, once it’s full you can charge and release a more powerfull charge shot. Depending on your position you can take out the first boss in one shot with that blast. If this is overpowered, I’m not really sure yet, the idea is to add a new way to beat boss battles that gives an incentive to use both normal attacks and the charge shot instead of just using one or the other. For the stages, it should be rare for the player to fill the whole bar during a stage since it starts depleting atfer a while, unless it’s an specific section.” Please ignore the green square. Anyway, after I make a few more changes, there should be an update for the demo coming soon.
×
×
  • Create New...