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Betaman

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Everything posted by Betaman

  1. Personally, I kinda like the one that's closest to Sonic. But that's just me.
  2. Update: Sorry to double post, but I remembered that I had a Sonic Retro account attached to my email that had never been verified, and now I'm a trial member. You can check out the topic here: http://forums.sonicretro.org/index.php?showtopic=30680
  3. I'll have to try that tomorrow. I've been documenting all that I can of Sonic Jam's files. From what I can tell, they're simply using the original graphics for the Sega Genesis games. (Durr Hurr, of course they used the original graphics; it's a porting of the Genesis games.) What I mean is that they didn't allocate anything differently, they just threw the files together to be loaded up in the engine. Nothing was really added, other than the spindash frames for Sonic 1. Anywho, I'd like to post my findings here, but that's obviously against the Warez/Roms rule of the forums. I could go to Sonic Retro, but I'd have to make an account and I really don't feel like going through their account process.
  4. Just looking at Resort Island's files (BEACH in the disk's data), 3 types of files make up the structure for the level: .BIN files, which Paint Shop will not open .ENV files, which Paint Shop will also not open .SFX files, which I'm positive are the level's ambient sound effects, Paint shop will also not open it. There's one other file, but that's the hidden data for Metal Sonic, unfortunately. EDIT: Attempted to open a .ENV file with a PCX editor, but it didn't work. I'm at a loss on whether I should do NiGHTS into Dreams next or MYST. I should also start messing around with Sonic 3D Blast and see what's up with it. And I suppose that after I get done with my Sega Saturn games, I'm going to try out my PS1 collection.
  5. Actually, SoST was one of the reasons I became interested in Beta stuff and game ripping. Just looking at all the strange and cool stuff that was left out of games, possibly waiting to be found was simply alluring to me. I'll check out Paint Shop Pro and see if I can do anything with the files I've got. I'm personally interested in seeing the textures for Sonic Jam and Sonic R though. On a side note, I've noticed that though at first I thought the spindash frames looked different to the Sonic 2 spindash frames, they are identical save for Sonic's pallet between the two. Also a side note, Sonic Jam's files seem to have a different file extension based on what game they represent. For example: Sonic the Hedgehog 3 is named ".SN3" internally, while Sonic and Knuckles is strangely called ".SN4" internally, despite being in a folder titled "Sonic3K". Knuckles in Sonic 2 is also named similarly as ".SK2", though it's only the mappings and sprite data, just like the cartridge counterpart.
  6. I was bored and I decided to rip some stuff from the Sega Saturn version of Rayman, particularly the FMV sequences. (Mostly because I don't have access to the PS1 version, which I'm sure has better quality FMVS.) Upon ripping the files, I was pleasantly surprised that my video converter program can not only play, but also convert files made in 1995 perfectly. It was then that I decided to rip some other games I had in the same CD case. I ripped Sonic Jam, 3D Blast, and Sonic R one after the other. From what I can tell, the most interesting was Sonic R, because it has vastly different names for specific things internally than their in-game counterparts. While Rayman had a similar thing going for it, it was less of a surprise to me due to previous experience with the Rayman 1 designer and the inner file-names. As for the rest, it's not really that big a deal. In Sonic 3D Blast I found 2 pictures that might be the same as the unused Tails and Knuckles pictures from the PC version. Unfortunately, I don't have the proper software to view the files, so it's just a guess on my end. Snooping around the BIN files of some of the games with TLP reveals bits and pieces of things, though I'm sure the program was never meant to look at Sega Saturn files and is trying to display the data correctly. I realized this the minute I tried to open a supposed "Sound" file with TLP and it gave me raw data for the Pause Menu in the MegaDrive Emulations in Sonic Jam. Later, I was able to discover Sonic's sprite from Sonic the Hedgehog 1 with spindash frames. What's strange though, is that he seems to also have his odd beta spindash-esque frames slightly above the newly added spindash frames in the file. Pictures can be seen below. Sonic Jam's Pause menu with incorrect colors: Sonic Jam's Sonic 1 Sprite, with correct pallet and spindash frames in shot: Sonic R's strange internal file naming: So yeah, I've got a couple more Sega Saturn games that I haven't checked out yet. I suppose I'll be posting more stuff here as I find it, so I guess this will be an ongoing topic on my part. Feel free to share what you think about this. I apologize that I cannot share the game files with you guys, as I'm afraid that it's against the forum's rules. Anywho, Betaman out. I've got a long week ahead of me.
  7. Don't worry, the screenshot answered everything. I kind of like its approach, going Sonic Heroes style with the save posts. Generally there are specific rooms dedicated to saving and map functions in Metroidvania styled games, and this has neither. That's one of the reasons why I like this: it thinks outside the box for most ideas you'd see in an exploratory game. Nah, I've always thought of the save objects being the starposts or a Signpost. Maybe you could use Signposts as a sort of bonus quest, like find all the signposts you can and spin them around to the right panel. (From Robotnik to Sonic)
  8. Well from the way it looks, the compass rotates depending on what area you're in. However, the thought that something pointing towards a cardinal direction in a 2D platformer could be used for the Z-axis is preposterous. Even in 3D space, going north (or west in this scenario) would still be on the Y axis because you'd be going forward, not upwards. (I am of course going under the assumption that you'd use a top down view before rendering a 3D camera, where X and Y are flattened on the ground level.) Even so, it doesn't look like Sonic is inhabiting 3D space in these screenshots, therefore West is not towards or away from the screen, but what ever direction West is in. But I digress. The idea of the compass as a guide pointing you in the general direction of your objective rather than using a map system of sorts seems like a fresh idea to me. I must ask though, will you be using a save system like Metroidvania games or will you be using something new for this?
  9. North and South are technically located on the Y axis, which is up and down, and East and West are technically located on the X axis with is left and right. What are you talking about here? Although the North and South is placed sideways, are you trying to say that Sonic is only able to move left and right? Through springboards, jumps, ramps, etc., Sonic CAN move up and down along the y axis, so the need for something like that is irrelevant.
  10. They could always go the route of Super Mario Bros. 2 and make another game about plucking things from the ground and hurling them at your enemies... Which is kind of what I was hoping they'd do with the sequel to NSMB personally. (Come on, SMB2 wasn't THAT bad. It had its charms.)
  11. It's not like I had to use Super-Guide, I'm just saying that it either shouldn't exist at all or that there should be at least an option to turn it off. It's utterly useless and it allows the already lazy children of today to be even lazier. My cousin didn't even try any levels in world 8, he just killed himself over and over until the Super-Guide box appeared. Now the videos were a good idea because you at least had to pay star coins for them, but the price to pay for the use of Super-Guide is just too little for it to matter.
  12. Meh, I thought that the first NSMB was okay, though it was not without it's faults. The wii game was a little better, but the multiplayer aspect pissed me off along with, ugh, the birth of super-guide. As for 2, I haven't played it. I don't even really want to play it because it seems so focused on the coin collecting gimmick. Now NSMBU is a game that I can see myself playing as soon as I get the system, simply because of how beautiful and odd ball it looks.
  13. This is not what I meant when I said show proof. This is not what the rules meant when they said show proof. This is also posted in the wrong forum area. When we say show proof, we're asking you to show proof that you are working on the game, not someone else's work on their own games to use as a basis for what your game will look like. You did not post proof that you were working on your own game, you posted a link to an HD Sonic 1 remake and a tutorial on how to shade Sonic characters in case you want to make an HD Sonic game. This is how a typical forum topic (Which goes in the GENERAL PROJECT DISCUSSION forum by the way) should look. TITLE OF THREAD: MY GAME'S TITLE BODY OF THREAD: DESCRIPTION OF MY GAME + PICTURES/VIDEOS/PLAYABLE DEMO OF MY GAME THAT WERE MADE BY ME. And once again, I'm just saying this for your own protection down the road, but don't do HD remakes. They're just a cease and desist order waiting to happen.
  14. Well I'm not an administrator, but I've got enough sense to tell you why you and your many projects aren't doing so well. First off, you only pitched an idea. You have no proof to back up your claims of these projects. We need SOMETHING of substantial evidence, screenshots, video, playable engine test, whatever you've got that can PROVE to us that you are working on it. Otherwise, you're just throwing around claims. In fact, the rules even state it, as I'll quote here: That can be found in the "Some General Rules" thread that's stickied up on the General Fangame discussion forum, which can be found here: http://www.sonicfangameshq.com/forum/showthread.php?t=3939 Here are your threads found in the forum: http://www.sonicfangameshq.com/forum/showthread.php?t=7884 This is asking for help on a mod towards Sonic Generations, no proof that you're working on it. http://www.sonicfangameshq.com/forum/showthread.php?t=7885 This is asking if a remake of Sonic X-treme is still in development, which from what I know as of now, there are no remakes in development at this time. http://www.sonicfangameshq.com/forum/showthread.php?t=7888 This was posted in the general discussion forum. Ila linked you to the rule I quoted above. http://www.sonicfangameshq.com/forum/showthread.php?t=7883 You also posted this in the general discussion forum, which is the incorrect forum to put stuff like that in. Once again, no proof. http://www.sonicfangameshq.com/forum/showthread.php?t=7886 This was posted in the art forum, where it does not belong. You linked to a forum that contained no proof, and I must ask you where you got Winterhell's engine from. As far as I remember, he's kept his engine's closed source. http://sonicunited.org/hsfqmtif/forum/showthread.php?t=7882 This was ALSO posted in the art forum, and is much of the same from the one above. You attempted to recruit people for a project that hadn't even started yet. It's at this time I'm going to list why you aren't receiving the warmest welcome and how you can fix that. First, you announce projects that hold no real weight. It's just a bunch of text that has no meaning. If you want to show off something, and I mean SOMETHING as in something other than text, you can post some screenshots and mock-ups in the Screenshots thread. You might want to do that before you go making a thread. Second, you post your topics in the wrong forums. Fan-game pitches belong in the "General Fan-Game Discussion" forum, art belongs in the "Art Forum", and general topics belong in the "General Discussion" forum. Third, you aren't going to really get many people to join an HD project. You're going to be better off in the long run if you think of an original idea for a fan-game. An HD project is a cease & desist order waiting to happen.
  15. I haven't really gotten to play much of the Wii U. I was at a Best Buy for about 10 minutes and found a display, so I stepped on up and started playing. The tablet, like DW said, was pretty enjoyable to use and felt good to hold. Only complaint about the demo unit was that there was only 1 demo game to play and it was Rayman Legends, a game that I don't really want as much as the other games that launched with the system. I enjoyed it quite a bit, the tablet didn't really affect anything gameplay-wise, though I later saw someone using it as a way to affect some obstacles using this little green fairy guy. (I think his name was Murfy or something) The visuals were nice and the demo really shined in the graphics department, because it looked just like something out of a cartoon. I got to play a level or two of Legends before this little kid came up to watch me play the demo. He looked bored so I handed him the tablet and said "Wanna play?". His mom looked pretty busy, but she thanked me for giving him something to occupy him. Oh well, I think I'll wait until the inevitable price drop Nintendo seems to love doing for their new systems and then I might think about it.
  16. Aside from a few minor gripes, I quite like the direction this is going. It's colorful and rich in color, yet looks kind of like an old DOS game at times with it's single screen gameplay. The control is very nice and I didn't really have any problems controlling the main character. (I'm assuming his name is Patch?) I did have some complaints about the way things worked: First off, don't place the top of the level so close to the top of the screen. (As in, don't make it so you have some tricky jumps in a place where you can't judge distance because you're off screen.) Place down some sort of shadows, or move the level down lower or something, because I had some trouble in the first level because I couldn't see where I was going to land. This leads to a suggestion I have. It would be nice to be able to wall-jump off of the stationary floating platforms, because having to go back up to re-do that section three or four times was rather frustrating. Another thing with the platforms is that they're kind of glitchy sometimes. I got squished between a wall and a moving platform and ended up clipping through the wall due to it. Other times, I got my head stuck in a ceiling I was supposed to duck under. Aside from that, it looks great and I can't wait to see more of this in action. If I have money, I will definitely buy this game when it comes out. (assuming it's for sale.)
  17. Nah, I think he just drinks a ton of coffee.
  18. Well to be honest, it's been more of a way of showing what I've been doing lately. I do admit that I should have put more things into it, but that's what suggestions are for, eh?
  19. I decided one day that I would try and include the Stardust Speedway searchlights in Epsilon somewhere. After figuring out how to do it, I decided it would be pretty cool to work on other effects from Sonic CD as well. It took me a while to find the correct script, but I was able to locate it and develop some more visual demonstrations for all of you to enjoy! This demo contains 5 specific tests: A Perspective scrolling test used for the clouds in the Title screen A Scaling and Rotation test used in the DA Garden A Transparency test using the searchlights from Stardust Speedway A Background Distortion test used in some of the special stages A controllable version of the perspective scrolling demonstration Download http://www.mediafire.com/?o25aut1ylmzmovz Pictures: You can find the various control types for each demonstration by pressing F1 at any time. If there are any effects you'd like to see duplicated that were not in this release, please say so in the comments.
  20. I really liked the sketches, they seem like they'd be incredibly fun mechanics to try in a game. How I see it: a brawler co-op platformer with a great multiplayer mode.
  21. I can't seem to be able to see your screenshot. On another note, is the SAGE site even still up? Last I checked on my entry, it lead to a 404.
  22. Well perhaps it only functions as a double-jump? That would add in a need for Tails, and perhaps make the sword have a different tip to make it less...penis-like.
  23. Is it me, or does Sonic's second pose in that sheet look a little....suggestive? I realize he's supposed to be holding a sword, but seriously, he looks like he's either wearing a strap-on or a bloody penis just burst out of his crotch xenomorph style.
  24. Last time I remember is the time I accidentally gave myself food poisoning trying to make a chicken pizziola sandwich. I threw up so hard it burst the blood vessels around my eyes.
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