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

Core

Members
  • Posts

    117
  • Joined

  • Last visited

Everything posted by Core

  1. Thanks for your comment. I don't think I'm able to add shadows though. It looks great. How big is it compared to Sonic?
  2. Nice! That fence is a good idea; now the layers are clearly separated. But the keys are reconfigurable, so that's not really an issue.
  3. I made this to test the graphics for the 2nd act. This is not an actual level, but it should give an idea of what the level will look like. I'm not sure I'm too happy with the result though.
  4. It's not bad, but your list of controls is a bit misleading. It should be "Up + A" to jump to up, not "A + Up". Same with down. Also, you forgot the spin dash (Down + X). I don't really understand why I can break item boxes with a single jump but not with a double jump (or a shoot). I also don't understand whether I can destroy enemies with a jump - it seems it works with some enemies but not with others? The whole up/down system is interesting, but also a bit confusing. Because, unless item & enemies are hidden by a bush, it's not clear which plane they are on. It took me a while to understand why I couldn't get the first batch of crystals, so it was a little frustrating. You see, it's a bit weird that you have to go left until you're in front of the building, then jump to the other plane, then go right, just to get items that were right behind you. But otherwise it's a nice game. The triple slash is pretty cool.
  5. The part where I got stuck was near the end of the level, when you're sent rolling up a wall in a corkscrew motion. I tried to stop and go back while in the middle of it, and I got stuck at the beginning. I guess you're not supposed to backtrack at that part. By the way, is there a flame shield in the level? I think I've only found an electric shield (and it's really pretty).
  6. Amazing! The game is very impressive technically and visually. I love all the special effects; it's very pretty. The gameplay and level design are pretty good too, although the physics seem a bit off and I got stuck once due to a glitch. But it's an amazing work nonetheless. Congrats!
  7. Looks pretty. But I'm under the impression that there's a problem with the door on the right, as if the lines were not lined up. By the way, what does the picture on the wall represent?
  8. I've toned down the colors a bit, and I've also modified the ground texture. Thoughts?
  9. I tried to edit the textures of my level and raise the saturation to make it look better, but I think I overdid it. Do you think it looks too saturated/bright now? (click for full size)
  10. I don't think there are specific palettes for villains. I think all 3 versions are nice and fitting.
  11. It doesn't look bad, but I find it weird that you can see the top of the buildings in the background. I feel the angle is not right. But maybe that's just me. In any case, I like the look of the platforms.
  12. Nice work; I'm quite impressed that you can decode level from pictures. The level editor looks nice, but I feel it's rather uncomfortable to look at the spheres on a checkered background. Maybe it's just me, and I don't really know how to express it properly, but maybe you should try making the spheres a bit bigger in the editor.
  13. Maybe you should just zip the file? I remember during SAGE I had a lot of trouble with Norton too; it deleted nearly every game that was downloaded directly as a .exe file.
  14. Looks nice Does it feature the yellow spheres?
  15. Head D, Eyes A for me (but I don't think the other eyes make much of a difference).
  16. I think a function like this would work: y = atan(k * sin(x)) (try with k = 10 for example) You get a function that varies between -atan(k) and atan(k), so if you want the result between 0 and 1, that would be: y = 0.5 + atan(k * sin(x)) / (2 * atan(k))
  17. That's interesting. So I'm wondering, how much important is flow in a Sonic game? Do you think the structure in the second picture is always necessarily better than the one in the first picture?
  18. That's nice, but in my opinion you should also add platforming before the tunnel. It seems pretty long for an introduction.
  19. What are you trying to do? I have a little experience with Audacity, though I've never used it for remixes.
  20. That's gorgeous, Strife. I love the art style and the colors. I don't think the HUD is too small; it's easily readable.
  21. Hey, thank you all. I really appreciate that you took the time to leave a comment. Yes, Sonic's model and his animations are all from Sonic Colors (except the animation when you get hit, which I made myself I think). I'll try to add transitions if I keep working on the game. Well you can control the camera, though not with the mouse. Initially I didn't want to make the player use the mouse for various reasons, but I may reconsider that. That's strange, no texture should be missing are there are no white ramps. Unless you're talking about the gray ramps with a rock texture? Thanks, I'll try. Level design certainly needs work, though I don't want to make the levels too wide or the player may get lost. Well, Sonic is supposed to keep all of his speed when turning, because I want him to rotate rather than accelerating in a direction and decelerating in another. When you say he turns too sharply, do you mean at low speeds only or also at high speeds? Because at high speeds I actually think he turns a bit slowly. Anyway, thanks again and of course, more feedback is still appreciated.
  22. Anyone? Even if you think the game sucks, I would appreciate if you just said so. Please.
  23. Hello everyone. I've decided to make a thread for my game. I would really appreciate feedback So, Sonic Small World is a small 3D Sonic fangame. The SAGE demo only features a single short level but it should give you a good idea of what I'm trying to do. (Admittedly, there are not many changes in this version compared to the previous one I released here. The level is just a bit longer and there are a few minor tweaks...) Anyway, the booth is here: http://sonicsmallworld.webs.com And the direct download link: http://www.sendspace.com/file/agbffc Please leave feedback
  24. Thanks a lot for your feedback, Serephim. It means a lot to me. I'll be sure to take your remarks into account for the next version. It just never crossed my mind. When I was developing the game, I had never played a fangame using the Blitz engine, so using the mouse to move the camera was an unknown concept to me. Using only the keyboard seemed a logical choice, and I also need to make the controls easily mappable to a controller (and probably take into account that not every controller has 2 control sticks). Ideally, most of the time the player shouldn't have to move the camera manually. My main problem with the camera is that I don't know any algorithm explaining how it is supposed to work. In the earliest demo the camera would turn and replace itself behind Sonic every time you weren't moving. In the latest versions, the camera turns when you move to the left or right (but not when you're moving diagonally). This system got better feedback, but I don't know how a proper camera system should work.
  25. Thanks for your comment, Jwiwo. I appreciate feedback. Personally I'd rather play with the keyboard only than have to use the mouse, but I might reconsider that. Now I'm sorry to ask, but if you don't mind, could you please answer some of the questions from my previous post? That would help me a lot.
×
×
  • Create New...