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

Dark Raven X

Members
  • Posts

    240
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Dark Raven X

  1. Cause you're all so nice and supportive, figure I'll share WIP for once! Man, I never do this. And you'll see why. XD Here are prototypes (IE, guitar only, not tuned, not in time.) for a new character's theme music: http://dl.dropbox.com/u/23237150/Shadow%20Lapin%20Prototype.mp3 And Dusk Hill Act 1: http://dl.dropbox.com/u/23237150/Shadow%20Dusk%20Hill%20Prototype.mp3 Yeah. These are first drafts. Like, serious first recordings. But even rough as all hell, you can get a feel for the sort of soundtrack I'm going for. :3
  2. You think that's outrageous? Super Shadow Upgrade: 7 Chaos Emeralds and 1000000 Rings. > Hehehe. Homing Attack is the very first upgrade - the idea is that your first time through, you follow a 'low' path, and it still plays very much like Sonic. Then next time you can take alternate routes, gradually getting more unique stuff like Chaos Spear and Blast and so on. :3 And hey! I have BGM for Dusk Hill Act 1 already!
  3. Thought I'd make a thread for my fangame too. :3 This is my first project, it's being built in GameMaker8, on the new SDASH+ engine. I'm using the newest build, and will be adding more elements to the engine as they get developed by the evil geniuses working on it. I'm making a thread now so I have a little bit of pressure on myself to work on it; I work best with a deadline, and having people look over what I'm doing and give me criticism and feedback on it will help with getting more done. So! --- 100 years after the destruction of the Eggman Empire. The immortal Shadow, no longer plagued by guilt and bad memories, is living a peaceful life, and has even managed to make a few friends. On the anniversary of Eggman's defeat, his factories spring back to life, the airfleet once again blocks out the skies, and the machine army finds a new leader. --- Set over 6 Zones of 3 Acts, Shadows Fall will tell a story, in the same vein as Sonic Rush and Chronicles, and power up Shadow with various upgrades along the way. Shadow is the only playable character planned right now, but he will be able to interact with several new characters, as well as a couple familiar ones... --- Levels: DUSK HILL: Act 1, Midnight Run - 25% Complete Act 2, ????????? - 0% Complete LAPIN STORE: A place to upgrade Shadow - 5% Complete. MORE LEVELS HERE WHEN THEY'RE DONE! --- Haa, now there's a thread for it, I feel compelled to work harder and show stuff off. First self deadline: BGM for Dusk Hill Act 1 by tomorrow! ^__^
  4. Huh, it's pretty clear for me. :/ Solo is at 3:05, followed by a new verse with higher pitch vocals.
  5. I'm in GM8, on the current Sonic Dash+ build engine, which I'll (hopefully!) be patching up with the mods as the smarter men than I on this forum build it. Alright, none of this is immediate, it's all "thinking ahead" for my current project. I just wanted an idea of how difficult these things will be, and if anyone else has experience with it, and maybe an idea of how to go about it. :3 1) Cutscenes. I want to do Sonic Rush style cutscenes between levels; just 2 character portraits appearing either side of the screen, having dialogue. I don't imagine this is too hard to pull off, but I haven't seen any fangames doing it either. 2) Upgrades. This one is much trickier; I wanted to have stuff like Homing Attack, possibly Light Speed Dash, and some of the more useful item boxes locked from the start, and acquired as you progress through the game. As an example, a gun. I am very wary of including guns, cause I don't think they were that fun in Shadow The Hedgehog, but I am open to the idea of an optional extra, in an item box, that you'll never need to complete a level, but it's there if you want it. Is it possible to have an item box exist in a level, but not be visible until you have 'unlocked' it? I guess it's a lot like Sonic Colours - Wisps are visible in earlier levels, but you can't use them til you unlock them later on. 3) Saving and Level Select This is the big un, and the one I'm most worried about; save games. How do I go about that? I assume it'll require a writable file, maybe a .txt in the game files which the engine is free to write in and record progress? And with Level Select; much like the "locked items" idea, I'd want it to not be readily available until the player has finished the game, or at least passed one level, and then they could level select to the second. Anyway, as I said, I've only got 10% of one ACT done so far, so none of this is pressing, I'm just trying to stay ahead of myself. :3 EDIT: Ah, can't believe I forgot! 4) Option for removing story elements This one's weird, but... I know lots of people don't like stories in games, so, I wanted to include an "arcade" mode for boring people who don't like plot. This would remove cutscenes, and allow all powers / upgrades from the start, while maintaining the same level structure (IE, it wouldn't just unlock everything - players would still have to play levels in order) - I guess this means including some variable in every room code? If Arcade option = 1 then skip level or something?
  6. I can already picture Classic's! It'll borrow heavily from Starlight Zone from Sonic 1, imo. Aaand, random guess, it'll be set in the At Dawn section from the end of Speed Highway. Modern will get the night time section, and it'll probably end the same way Tails version of the level did - at the clock tower. But they'll need to fit the "run down the building" section in too. But yeah, Speed Highway is one I am looking forward to seeing - especially with it sitting right next to City Escape. It'll have to pull out something special to set it apart. Oh, and gameplay SPOILERS: The entire Modern City Escape, the whole music track too! There's a guitar solo! Whoo!
  7. Yeah, the huge "SONIC ADVANCE" and the tiny "Worlds" doesn't really do it for me either. :3 Maybe that new style "SONIC ADVANCE", with the same "Worlds" on a blue arrow from the original one?
  8. Toast, that looks great! It's very clean looking, professional even. :3
  9. A RIVAL! I like that you're starting with a city. I didn't want a tropical island; Dusk Hill is still nature though. Maybe I'm playing safe. You gonna be including Chaos powers? I'm thinking of implementing them as Shields. :3
  10. Eheh, putting my first level together. :3 This is "Dusk Hill" - and it's as close to the cliche "green" level as I wanted to get for a first stage. To keep things from getting to be too similar to Azure Lake (what with the same Parallax, and some borrowed decorations) I'm gonna mix in some tilesets from other levels, recoloured to match. Hopefully it'll end up blending together well.
  11. How about some info, bro? There's a little ONLINE tab at the bottom right there; this game has online co op?
  12. Generation's Seaside Hill/Ocean Palace does have a very different feel. But that's a good thing, imo. The Heroes original was very similar in look and feel to Green Hill. From what I've seen of Generations, they put a lot of effort into changing these levels up, so Seaside Hill isn't too close to Green Hill for instance - it looks and feels closer to Aquatic Ruins than anything else. This combination of level types, I think, is an effort to distance the similar levels from one another. Another one I'm looking forward to seeing is Speed Highway, and how they'll distance it from City Escape. That's the real test, imo - having 2 city levels that close together, might be tough making Speed Highway memorable when the beloved City Escape is right next door.
  13. ^I forgot to praise the HUD enough. Delta, it looks great; the layout is pretty original, setting the score over on the right instead.
  14. Had a quick go. I recommend spending more time on it than I did. XD But you get the idea!
  15. Now that is looking good. One thing though, cause I always gotta nitpick your stuff Delta? The 1up icon. While it doesn't look bad at all, it doesn't fit the deep blue colour of the top bars, imo. Being just a close up of Sonic's sprite (I think?) is a little bit of a shortcut; you could go for a unique icon, like this old thing: What about that, in blue? Or just the outline of it?
  16. Yeah Hybrid, grab a dropbox. They're the very best for personal file sharing, perfect for uploading a GMK for people to dl here. https://www.dropbox.com/home#:::
  17. They're on a MISSING! poster. It means they're missing. You want cool wild speculation on Generations? Look no further! What is good about these pics? D'ya see it?
  18. Naw, never mind, my mistake Sparks. :3 And yeah, those 2 snippets of Seaside Hill / Ocean Palace look like the same clip twice. In other news! The Eggman Mech at the end still makes me smile. Even though he's gonna be the what, second boss in this? And likely to be nerfed to hell? I am excited to fight him again.
  19. Yah, I got it now, thanks Overbound! My Invalid First Character glitch seems to have disappeared for now, but it's not down to anything I've changed, so who knows when it'll appear again.
  20. I imported my Global Game Settings from Vanilla DASH - still plays in the small window. Buh, I must sound like such a simpleton, posting all these questions. Thanks again for all the help, btw Chronic. You are awesome. EDIT: Oh cheers Overbound!
  21. Exactly my point. I'm just edgy cause I read the GameFAQs board for Generations a lot. And it's infuriating, some of the comments this game is getting. Personally, I loved Classic's gameplay in the demo, and I couldn't be more excited for Generations. But man, the trivial complaints some people have about it? Mind blowing.
×
×
  • Create New...