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Blue Frenzy

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Posts posted by Blue Frenzy

  1. Is that a shape for me to try Blue Frenzy?

    Anyway I made another attempt I think this one turned out slightly better but its less original.

    [qimg]http://www.sonicfangameshq.com/forum/attachment.php?attachmentid=1156&stc=1&d=1248246572[/qimg]

    What do you think?

    On another note I hate how to forum converts stuff to JPG. I know its probably to save space but we deal with a lot of stuff in this forum where every pixel counts so jpgs are a pain.

    Yes. With that shape there is no problem of what you put behind, it will have lots of chances of fitting.

  2. LarkSS, each time you change from map the game advances 1 hour.

    Overbound, sfa is as always, waiting for sprites and cutscenes =_=. And Sonic utopia died time ago when my source code got corrupted U_U. After some time trying to recover it without success, I decided to start from zero, but this time with an original game.

  3. Do NOT bash all of Unleashed; from what I've seen of Unleashed, it looks like they did a good job in taking all the (gameplay-related) crap out of the game for the day stages, but then smelted all that crap down and smeared it back on for the night stages. You might say the difference really IS night and day. *shot for incredibly lame pun*

    Yeah, they did take out a lot of things.. they took out everything. They thought "Oh, sonic is about run, then, make it run *creates run button*".

    They still have the same problem: levels are empty or filled with useles things, platforming, what builds the gameplay has been reduced to "jump from here to here", enemies are simple, repetitive, the same behaviour for most of them, and hazards and miscelaneous gameplay objects are... where are they? The number of them has been drastically reduced. So the gameplay is based on "run from here to here and the stop to do a stupid jump, kill 2 enemies and grab some rings".

    They key was the mixture of speed and platforming. You were able to build your speed while platforming, killing enemies, using hazards and everything. Speed was kind of a reward for doing things well. In unleashed i do not get any speed for rolling down at the slopes, neither reach an higher path jumping in the right angle for higher jump. I can´t jump in the right moment to kill the enemy without being stopped or calculate the jump strength to pick a slope down in the right angle. Now, they can get to this mixture, or you stay running, or you stay platforming, so the multiple situations generated by this mixture don't exist. SU can be resumed on "here run, here jump, here kill".

    Now it is like "hold boost and watch". In a 6 hour game like s3k you had endless situations, endless challenges, and you wonder what new ones will you find in other paths. SU is filled of deja vù everywhere. The enemies works all the same, but stronger or more resistant, or with larger shoots. Hazards and challenges are repeated all over and over and when you have something new or innovative is overused so you get bored of it soon.

    Not to talk about speed issues. Before, speed was a reward you get by your own hability. Now, it's free, it's always turned on. There is no emotion by seeing how sonic doubles his speed when rolling down the slope and killing everything in his way. That situation doesn't exist, simply because you are already at full speed. In older games each situation were different, and you gained some speed or not through those situations. The only way in SU for getting speed is by getting rings to fill your energy bar. The possiblities are reduced from endless to 1. And do not say that you can choose to go slow, because you can't. How is it supossed to be fun to walk on a 3 miles' road with... rings?

    Yeah, they fixd most of the SNG bugs, but SNG did not fail only because of the bugs. Design has a greater role on game entertainment. Creators themselves said it and werehog is the proof that things don't go well: "We don't know how to make the sonic levels variated, so wee add another gameplays to give some variety -werehog-, 20 levels of doing the same would be boring and repetitive-".

    Defending SU will only bring SU2, the same mistakes, plus new ones in different coloured areas.

  4. JEV3, yeah. You can find half hearts everywhere. With two of them, you receive one extra heart, 10 extra health points. I would like to have arround 150 health points, so there are 24 half hearts.

    Also you can find in this new version colour statues. Each one gives you one extra magic point. You can increase the maximun ammount of magic you can carry from 5 to 9, so there are 20 statues to find.

    Furthermore, there are 32 weapons, 16 armours, 10 shoes and 32 rings, among the extras: finding all 150 rainbow pearls, filling the enemy list, completing all the quests, finding every item and finishing the secret dungeons.

    Oh, I forgot that in this version you will be able to equip 2 different rings, so you have more possibilities. Also there are 3 new potions. Before you hade green (long range attack), purple (increased damage) and blue (regeneration). Now blue is cyan, and you have also yellow (incredibly damage aura), red (invulnerability) and blue (full healing). Every level has been remade from zero, even if they have the same structure, they had been enhanced, with new areas to explore, new challenges, less empty areas and more calculated jumps.

    Also, there is a day-night change. You stay 4 hours at day, 3 at night, 1 at sunset and 1 at morning. Depending of the daytime you could find different enemies. For example, that ghost girls in the video appears only at night. The ruins have a different time situation, where you stay 4 hours at sunset, 3 at morning, 1 at day and 1 at night, so your chances of finding them are very low, and they have a secret drop: katana. A strong weapon in the begginning of the game, and also the fastest one.

    Anyway, I won't do it in time. I have my vacations after next week and there are so many bugs to release a stable version. Well, it's playable but it crashes when you go to an undone level or some hazards have some strange bugs i'm working on fixing.

  5. In other words, an Allegro wrapper? What's it like to use? I liked using Allegro 4.0.x, not tried any of the more recent versions though, and hadn't heard of Openlayer until you just mentioned it.

    OpenLayer is kind of easy to use. It overwrites the bitmap and blit functions to use 3D acceleration. Works so fine since I had an effect that slowed my application from 150 fps to 5 and after porting it to allegro it works at 75fps (I can't check any faster frame rate since with this lib I can just use my desktop refresh time, and 75 is the faster it allows).

  6. Everlasting song has been remade, now in c instead of mmf. The powerful tools allow me to create a more consistend and variated gameplay.

    Probably ported to psp and gp2x wiz.

    And about sage. I would like to make a full playable demo, but it seems i lack of time. There are lots of bugs and i have to play some things before I release a demo, so I don't know if I will be able to release a demo, but here I leave some new info.

    completedmap.jpg

    newshopfr0.jpg

    neweffectsjw0.jpg

    pic23f.jpg

    pic24b.jpg

    evs.jpg

    hida.jpg

    hida2.jpg

    eveninga.jpg

    dayc.jpg

    nightkut.jpg

    night2e.jpg

    evening2.jpg

    othert.jpg

    othero.jpg

    Hopefully I will have something playable for SAGE.

  7. That's kind of helpful. I already thought on increasing the limit of magics, but I have to be sure of it. Just imagine how it would be if you were able to heal yourself 10 times, or if you were able to throw 50 fireballs to a boss. It could completely break the gameplay.

    I have to be aware of this. I will use of course, magic interactuations in the level, but mostly to discover new areas or to get some short path.

  8. Larkks, you don't have to put an object in order to make a blending effect. You can just have the multiply object invisible and read the pixel of the object behind. Later you just need to draw a pixel at the selected location reading the colour of the invisible object, instead of the frame one.

    But anyway, getting this to work at average speed in mmf is like a big no. Even in c i am having problems with slowdowns since i don't use hwa.

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