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Djawed

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Everything posted by Djawed

  1. It took me a while before I concluded that as well. But compare the way you play sonic 1 and sonic 2 and how depth is lost when the spindash comes into play. The whole concept of earning speed as a reward from skilfull play gets replaced by spamming the spindash whenever it's possible. Instead of having to accelerate yourself again, you spindash and jump, which everyone of you probably do as well. I am not saying the spindash is bad, I just think the way lake executed it is more balanced imo. I may have never had a big problem with it myself, but the subtle change, does change the choice of wether to use the spindash or not instead of it being the right thing most of the time. I don't know whom of you visit sonicretro, but you gotta try out this hack. http://mrjester.hapisan.com/01_Public/PanaDerHejhog.bin I was suprised that there was No spindash, and you know what? I think it made the experience better. I guess in this case(at least for me) less is better. The way lake has his spindash is fine though. Sorry for going offtopic ^^.... well it is sorta ontopic I guess.
  2. I support for detailing the bosses with better shades etc. The cutscenes are fine though. @Lake, I can understand you got your priorities on finishing the game first, I hope that doesn't stop you to ever perfectionize the product dude. As epon said, this is really an amazing game. I've been playing the demo again last time and I really enjoy going through it. Some fangames just bore the hell out of me because of how they don't require any thought and skill when playing the game. Your game is very well balanced in the way that you do have to be cautious while playing. The level design is just really good. The presentation with the style you've used is really a nice touch too. And you know, some may probably disagree with me on the next point, and I don't even think it was an intentional one Lake, but I love the fact that the spindash is kind of slow in your game. I have always considered the spindash an overpowered move when it was introduced from sonic 2. In your game it feels more like something you use as a slight boost towards a downward hill or to hit a badnik not too far away from you. Not to be spammed. It only makes the... speeddash (uhh don't knwo how I should call it but i'm talking about the up+jump move) have way more incentive. Well executed if it was intentional
  3. Aah sounds awesome Lake. Forget what I said then and I hope you apreciate the feedback ^^
  4. Wow man, Looks awesome, but I agree with squall. I see you've been putting alot of effort on designing the levels and it just shows since the levels just look very unique and beyond awesome. At the moment one of the best i've seen before in a sonic game so there doesn't need to be anything said about that. You're doing an excellent job in that department. However don't let anything else hold it back. Try to polish everything else up as well like the shades and colors of the robots. I hope that doesn't require alot of hastle. Also another thing, if possible (I apologies if it sounds as if I ask too much). Please don't make every boss a chase boss. It'd probably be better with some variation in the boss baatles. I'd even be cool with 2 or 3 chase boss battles, but not over and over again. Also I saw a recolored boss version which looked kinda awkward. At the moment it's like one department is at such a high level (the level art and design) and some other departments so so. If you can manage to polish everything up the end product would only benefit from it's reception, as it really looks like something that could become rather big throughout the community.
  5. Jazz jackrabbit with custom made level design and replaced sprites.. No offense but theres nothing really unique about this game, I might as well play the original jazz jackrabbit >.<
  6. Overbound, if you ever get this game done, I will love you so much. I'd be glad to reward you if possible
  7. Would be nice if you guys managed to port over the classic model from generations , if that's possible at the moment.
  8. Xaklse, I think I speak for everybody when I say that you've made something really extraordinary. You should be proud of yourself. I just can't wait to play a legit game made with this engine. That screenshot from Lakefepard allready looked really delicious. I've been following this ever since you started and never thought you'd take it this far. I just wanna say thanks. This engine has got everything a purist like me wants in a 3d sonic game lol Well anyway, I just wanted to ask what the "source"download links are for. I'm not a game designer in any way myself so maybe that's why i didn't know what to do with them.
  9. having so much fun just going through the game a bit and it got me hooked quick. You're an excellent level designer. Just when I thought I was exploring for lolz, I found keys and all that which made the exploring so much rewarding. Good stuff OP, good stuff. You did an excellent job Edit: Lol I forgot to mention as I was having too much fun forgetting one little gripe I had. As AeroGP mentioned under here, the rolling isn't that usefull becuase it stops pretty quick and the terrain doesnt really affect sonics momentum alot. Other than that still great game
  10. Rooftup run at the end = awful pick
  11. I just played the new demo Amazing game. I love it. The level design is excellent, and these are just the first few stages (i imagine it getting more complex and challenging as you progress like most sonic games do). The little cutscenes are I think the best thing i've seen in a sonic game ever. That is exactly how I would imagine a sequal. I still find the boss battleships to look a bit flat/bland as if they got no shape. The boss battle itself was great and challenging. Your music picks are excellent. Wacky workbench good future and collision chaos past, 2 of my favourites. Badnik bouncing doesn't always work. I think this happens when you hold the jump button. I'm used to do that so it may be that what caused it. The stages feel very much more alive. I noticed that there is alot more going on than before. Props
  12. I must say that i am REAAAAAAAAALLY impressed. This looks like something sonicteam should use as a basis. Wow man, this got so much potential and it feels actually really close to the pinball physics. Big props for the instashield in 3d. The camera seems to be the greatest issue as someone else pointed out. If you can manage to asign the camera for the mouse and restrict it so it's impossible to few from awkward angles than ure good to go in tweaking the rest. Edit: Ah I just read the above post. I support you all the way man. It would indeed be a waste to stop as I think the way this is looking it got a lot of potential, as in more than the adventure games control schemes (which is the best sonicteam came with free roaming esque 3d controls before they went with straight forward unleashed gameplay)
  13. Why do all the machines have eyes? *looks at avatar and sig* Ah must be something personal I see. Well anyway, i agree that the sprites need more detail. They look a bit static and flat the way they look now. Give it some shading effects so they look to have more shape in them Edit: Ah damn I didn't even compliment you in how I thought the rest looked great. The game looks really great. One thing about the stages themselves. Try and make them feel less empty and more alive. I don't know exactly why but in comparison to the originals, it felt a bit empty and lonely. Maybe more badniks and hazards might help?
  14. The game won't run on my high end windows 7 computer. Is there something I should know or adjust before I startup the game. Ps: Great looking game, would love being able to try it out.
  15. Hey overbound, in that last picture, is that a new sonic sprite?
  16. I didn't know there was a demo until today. The game is clearly still on an alpha stage. I've noticed some bugs and glitches which is yeah, obvious in an alpha build. I have to compliment you on something I found really good... like really really good, and that is the level design. That is some excellent level design chaos rush. You're doing an excellent job on that department. I also love the art. It really looks like something you'd see in a sonic 4
  17. Why you loling Please correct me if I said something wrong. Also, hey you're alive (i'm new here and i've never seen you around). I'd love to hear about your role on the game because sonic fan remix is one of the few games that made me care a lot less about how SEGA cannot do sonic games anymore. Why I say this in a positive manner is because this came at a time where I was pretty devistated to how sonic 4 campaign tortured me. Sonic fan remix was like a new hope and has also opened a lot of eyes (media included). Anyway, is it true?
  18. I couldn't find the Sonic fan remix thread. But just to go back and react to the whole damizeans Egg engine thing. I think I have may have been mistaken with that the allready used physics engine being far superior than egg engine. It seems Damizean is indeed the new guy on the ship to do the programming and the physics, with his Egg engine(should be better now). It may work out well. Anyway if anyone could find me the SFR link for me than maybe we can link this post to the other thread . Or we can just leave it at this
  19. Tails still looks a bit awkward. The few pixels for his lips make him look a bit derpy. Also his right eye pupil should move 1 pixel to the right so that he looks ahead of him instead of some random place.
  20. Your sonic is perfect(better than original). tails looks cute but in that static image it looks kinda weird if you know what I mean. It'd be great if he animated in that position maybe? I can allready sorta see how he waggles from left to right while standing still. Though if I had to compare them the way they are displayed i'd say the original is better. I agree with overbound about knuckles
  21. HolyMotherffffing shhhh You better finish this
  22. What about dami's engine? If you're t alking about the "egg engine", isn't sonic fan remix's engine even better ? egg engine looked like a great step in the right direction back when it first was introduced, but now that i've seen sonic fan remix's engine, I don't see anything special about the egg engine anymore. Sonic fan remix's engine felt spot on apart from that it needed some polish. Also the thought that only 2 guys managed to make something like that in such a short time, compared to any other 3d fangame says a lot about how good the engine is too from the way I see it.
  23. Ah did I seriously forget about noting about that? Ah silly me. I did mean the s2hd team instead of retro as a whole. Thanks for clarifying since there may have been others who got other ideas from my post. Anyway, the shitstorm had been calmed down ever since the first day. Now that i've calmed down too, I can now say that i'm rather excited for this game. Just the thought of playing this in georgeous 1080p makes me fangasm. Yeah it's true, there's nothing wrong with the original, but the thought of playing the same game I loved in 1080p makes it rather apealing. And I actually love the art. The animation is great too, it looks like there's gonna a lot more frames than the original. It makes it look so nice and fluid. Now they just have to finish it . God knows how long that'll take.
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