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SkyLights

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Everything posted by SkyLights

  1. Videos?! New stuff if you never got past the 2nd level in my demo with Tikal, but even then this is a different level than the one that was in my old demo and the elements of this stage are all in place now Old stuff unless you played past level 2-1 with Chaos
  2. The palette is supposed to be under the conditions of a sunset as opposed to daytime in the first one. But I strongly disagree that the old one is better. The newer one is way more attentively (and correctly) detailed, I can use it for something, and I can actually have fun with it. That, and I'm hoping that seeing as it's 3 times as large it won't be used for some of the lame stuff I keep seeing it used for... (deviantart submissions with two dozen fancharacters running around it without anything new depressed me)
  3. Oh, errr, oops. Fixed. Don't mind the extra junk there.
  4. Don't be under the impression that I'm going to take this and copy and paste it a million times in my game. I am not one for repetitive cut-and-paste Knuckles Chaotix level design, so if I do put it in my game as-is, it's only going to be once. As an actual part-of-a-level, I think it can work if I do a few things to it... but this topic shouldn't be about that. It's more about the actual art. And yeah, I agree that it's not exactly a sprite in the sense that it's not a character that walks around and animates, but it's not like I made it in a completely different way I THINK IT IS AT LEAST AGREEABLE THAT THIS ONE IS WAY BETTER THAN MY OLD ONE
  5. GREATEST SPRITE? view at deviantArt view at SheezyArt (ps yes slinger i'm still working on your thing )
  6. So basically, I am looking to take this particular tileset... And throw an alpha value onto it (0.3) and lay it onto a pyramid. The help file is confusing the crap out of me though with these methods. So far, I tried just doing background_set_alpha_from_background(bgAlpha, 0.3), but that produced a very weird result: Help plz
  7. Well it would help if I didn't skip 70% of the level and the emulator didn't run at half speed, but this game was pretty much made for me. I'm going to be occupied with it for at least a month.
  8. lol I never have understood how to time-attack that level correctly with Sonic, even after watching the videos that stanski made. Recently however I find myself getting really good at Sonic & Knuckles. 0:38 Lava Reef 2 Knuckles. 8) Still have tons left to do for the game though in terms of TSC. Also, TSC should come back up early this week. It's down because of something to do with images if I recall; Cult-net's administrator doesn't like something about them. As a result, I am in the boat that thinks TSC should just get its own dedicated server Also, more videos~ Plant Kingdom 2 Sonic: Hidden Island 1 Blaze:
  9. Here's some videos of my time attack strategies. Plant Kingdom 1 Sonic: Blaze: Coral Cave 1 Sonic: Haunted Ship 1 Sonic: Blizzard Peaks 1 Sonic: Sky Babylon 2 Sonic:
  10. If you need solid evidence that this game was developed by Dimps and not Sonic Team: Also, the final boss is pretty epic (not the super one. I havent gotten there yet). The music is also a remix of Exception's music from the original Rush. I uploaded it if you want to take a peek at what it is: http://skylights1.googlepages.com/bigswell.mp3
  11. Tikal & Chaos was missing something (it's a little too wide but oh well)
  12. Answer to all of those: You're thinking too much.
  13. So wait, it's August, and they're just now announcing a Sonic game they're probably going to release in 3 months? Yep. Figured as much. I don't know about you, but the first game was too painful for me to be interested in a sequel. I will only get this if severe changes are made to improve the gameplay, and at this point, I kind of doubt they are doing that...
  14. I think the level design can be pretty confusing at times in this game. The stones that were swinging back and forth looked more like platforms that you could roll around atop of, so I kept wondering what was wrong when I was trying to get on top of one while I was invincible. You can figure out what happened after I lost invincibility. I do like that you made seperate paths for Sonic, Tails, and Knuckles, but it wasn't always easy to figure out where they were supposed to go. When I first got to the part in act 3 with the moving platform and tons of spikes, I assumed that it was Tails-only because I didn't see any way for Sonic to get over the spikes at the time, so I went back and got lost. When I returned, only then did I see the platform inch into the screen. Knuckles had a completely different path on the bottom half of the level iirc, way off course from where Sonic and Tails were supposed to go. I would suggest moving pathways that split right next to each other like the end of Angel Island act 1 in Sonic 3. Presentation is nothing I've ever seen in a fangame though. Congrats on the amount of effects this game has and story elements as well. It's kind of inspiring, infact.
  15. I am proud to have participated in this year's SAGE. Thanks for the fun week
  16. Pachacamac is the main enemy of the game. I have yet to make sprites for him, but I'll have to eventually. I still need to make the spinner at the end of the acts have his face >_> Also I'm keeping story things mostly under wraps for now. It'll be kind of confusing if I "just say it." It needs that cut-scene first-person presentation to get the story across, so in other words, it'll come out when I make the cutscene for it. I have changed Tikal's bounce attack around a lot for the next time there's a demo, including making it actually damage enemies. I still have to figure out a good maximum height after jumping on these things though... But sadly, there is no site for this game other than the booth as I do not exactly have access to any decent server nor do I usually feel like dabbling in HTML as it bores the crap out of me. :[ Oh, and about the flying machine that Chaos can't use to go higher like Tikal. What you need to do is attack it. Use the Up+Action attack described in the Chaos how-to-play page on the booth on it, and well, have fun. I'll probably make a video of it sometime in the near future because it seems that even after a few days nobody knows what it is. Except Kain, of course.
  17. Here's what I think. Both bosses are pretty solid. I had no collision issues with them at all, and were fun. Especially the rendition of the Lava Reef enemy as a boss, I thought that was pretty cool. The thing I was annoyed about though was the way the yellow pod thing dropped down. Maybe I'm stupid or something, but the first thing I did when I saw that flashing thing appear was get Sonic to try to do something with it. All too late I realized that the pod was coming down and it would crush me if I stood underneath.
  18. Haha, okay. I suppose it wouldn't be as fun if it were too easy.
  19. The awesome: -The Hydrocity water effect is pretty awesome. Well done. Better than mine -The Badniks are well programmed. (Except for that starfish one. That thing -pisses me off. >) -The boss(es) were pretty intuitive and original. Nice job on them. -The gimmicks in general were plenty and solidly made. It wasn't quite clear how to turn the water wheel, but I figured it out. -The portal to another place that popped up a few times was a very interesting touch. Is that supposed to be like traveling through time? -Also, congratulations on not putting rings every five pixels and making the player work for them. -No slowdown at all for me. Nice job. The criticisms. Don't read this if you're angsty. -The beginning of Act 1 is too simple. Maybe it's just cause I took the bottom route. -Like I said above, that starfish enemy pisses me off > -What's with all of the checkpoints all over the place that don't do anything? -Speaking of checkpoints, mind making it so that it keeps track of time? -Are you supposed to go through the ceiling tiles if you're floating in the bubble? -In Act 2, the part with the five or six rotating platforms is very unforgiving when it comes to that timer. :[ I drowned just as soon as I reached the solid ground next to the air bubble vent. -Will Act 3 have some extra length to it eventually, or will it just be the boss?
  20. There is an option to disable the water distortion. Alrighty. The flying machines are pretty annoying to control sometimes, I suppose. I'll make them less floaty in the air when you stop and give them a greater max speed to the left and right. And perhaps put the spikes in a more forgiving location. See, what I was going for (for some reason) in that level is to make it a hard and challenging zone for me, especially when it comes to Chaos. I guess that didn't work out too well At least there's rewards for Chaos putting up with Act 1 and Act 2 and for Tikal beating the Zone 2 boss. The only person I know who got to them is Kain, did anyone else get to them?
  21. I have updated my booth with a little blurb on how to play as Chaos Zero, as people are wondering. Minorupdate: +Tikal.
  22. I am the spriter. Any of the graphics that you may have seen on MFZ (the Angel Island background, Tikal) are made by me. Check the tags :[ Also, I am curious as to where these areas that you can walk through walls are. I purposely placed one in Seraph Edge Act 1 because I was just bored (in a similar way to the "oh no" option) and well, was just really bored. If there's any others around, ALT+PRINT SCREEN 'em so I can take a look.
  23. After a long, agonizing battle of man vs. machine... IT IS COMPLETE. If it's not running well on your computer, change the options. Download from the booth at : http://skylights1.googlepages.com/tikal%26chaos-index
  24. Might I suggest a shadow underneath Blaze? Her palette mixes with the surroundings to easily. Either that or use a completely different palette for Blaze, because those colors are pretty dull compared to everything else in the background anyway :[
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