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Serephim

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Posts posted by Serephim

  1. @Serephim

     

    Your logic is off for like the first time ever

     

    I would definitely not call smash a lazily made game.

     

    Really? I'd call the last two entries into smash brothers quite lazy, but that's from the perspective of someone who disagrees with Sakurai's belief that the game being well designed is somehow not in the best interest of the series. I do believe the new characters carry the weight of the dreadful clones that showed up in this game, but yeah, smash 4 doesn't really seem all that 'new' to me.

  2. Sonic Rush was nothing more than the Advanced series with less interesting enemies (oh, hey, Sonic Heroes called and it wants its horribly shit pawns, wizards, and hammer dudes back) and a soundtrack that sounds like a bunch of squeaky farts and squeals that a lot of people like for some crazy reason.

     

    I think it was way overrated when it first came around and now people pretty much see it for what it is.

     

    Sonic Rush Adventure is supposed to be better I guess, but I got irritated by that one early on due to how annoying the special stages were and didn't finish it, so I don't have much of an opinion on it.

     

    well hey, your opinions are boo boo

  3. You talk about it as though Lucas and Wolf would have returned if it wasn't for the other clones. Characters take time. Model swaps with minor changes take less time than fully unique fighters or half-clones that share very little with the characters they're actually based on. 

     

    Wha? What is this, an Indie game? Is this not Smash Bros. and Nintendo we're talking about here? Lets be real, smash 4 wii-U barely looks that different from brawl did, and alot of animations were straight imported from brawl. 

     

     

    It's not like the clones would have been replaced with anything else, they're extra content at virtually no cost.

     

     

    Yeah, i know, that's the point. It's called being lazy. Wolf and Lucas were clones in moveset likeness of Ness and Fox, but played and LOOKED alot different because their animations and abilities were much different.

    • Like 1
  4. I like Sonic Advance more than any of the genesis titles, and Amy was a very well designed character addition, being entirely ability based with no spindash, roll or spin attack upon jumping. Dimps is credited as a developer for some of the most well-designed titles in more than just the Sonic franchise. Both Rush games were well received, and Sonic Advance was basically Sonic 3 with a new button for abilities. 

     

    You don't know what you're talking about when you bash them for how shitty Sonic 4 is, especially when Sonic Team has been pumping out trashcan quality 2D and 3D sonic games for years.

     

    Sonic Advance practically IS sonic 4, being the last game that plays exactly like a genesis title, but adds abilities and characters like 2, 3 and S&K did.   

    • Like 2
  5. Most armature makers jump with the first idea that sounds good to them, which isnt the way.

    It takes thought, patience and determination, games of this nature cant be professionally done overnight.

     

    Felik is still coming from the angle that he should stop making the game because it isn't professional and is never going to be popular...and if that's what he's really implying, then i find it completely self-defeating. Just because it isn't a sonic fangame doesn't mean it has to be an indie game on the level of Cavestory or Super Meat Boy. 

     

    The whole point of this is supposed to be self expression through your creations. He himself said that he doesn't care if it never becomes popular, and chances are great that it won't, but there is still very valuable experience to gain from going through the motion. And you guys may have a hard time believing this, but good game theory and thorough research of games you like is not the same thing as game development. It's just not.

     

    it's okay to realize that you need improvement, but does that mean you should go hide in the mountains and only emerge when you're godlike at whatever you're doing? Knowledge isn't the same thing as wisdom, and if he really wants to keep making games until they're popular, he's going to get the blunt truth one way or the other.

     

     

    I see absolutely no harm in this whatsoever unless he quit his day job.

    • Like 1
  6. I see that you're quite passionate about your game and therefore I feel very sorry for you.

    Art style, gameplay and character designs look so amateurish that it's hard to find your game interesting for an average person.

    That's the reason why people are so indifferent about this thread (and your game too unfortunately).

     

    The only way to make it more popular is to make art more professional looking and gameplay more fresh. And that would virtually mean restarting the game almost from scratch.

     

     

    I know alot of people here live and die by this philosophy, but trying to start straight from "professional" isn't always the best choice, and TBH i'm starting to doubt how often the mindset actually turns out beneficial. He's not going to magically go from amateur to not amateur just by restarting his game.

     

     

     

    What I am trying to say is cut plom some slack, and realize how he is pouring his heart and soul into this game, as is Lake with Spark... trouble is, games like Freedom Planet set the bar extremely high for indie platformers nowadays

     

    Not to mention, Strife put money into FP's kickstarter, and then used that money to spiff up the graphics. But I doubt he'd have gotten to that step if he scrapped the game everytime he realized he didn't sprite as well as someone he could contract for it.

    • Like 2
  7. I know Nintendo is trying their hardest to make Smash Bros not a fighting game...but such a demo should really come with the damn system from this point forward. It's currently the only reason i'd buy a 3DS, and Smash was the reason I bought a 64 and Gamecube, and if Brawl wasn't garbage, it would have made me buy a Wii. There is nothing bad that can come from everyone having the smash demo. 

     

    Nintendo is starting to actually act like a company run by old people. Their decisions just don't make sense anymore.

  8. Wow. 

     

    @Pulse -
    I understand you're trying to help, but I was quite surprised to click that link to find a 6-page dissertation on this demo. While I can agree on some points, the majority of it seems to be pandering around design philosophies, many of which CAN be applied to Spark...but then again can be applied to any game if you try hard enough. I don't see much value in comparing Megaman X or Azure Striker Gunvolt to this game. There are many situations where you can call a failure to grab the player a 'design flaw', but then again it could easily just be an opinion of yours. Fixing Spark by making it more like Megaman X isn't fixing spark, it's designing a different videogame.

     

     

    Now: 

     

    @Everyone

    With that now out of the way, i feel inclied to ask: do you guys want spark to be a thing?

     

    Do you want spark to be a thing? Yes, spark has some issues that need fixing. No, the graphics are not professional, thats understandable. Regardless, the thing I like the most about you Lake is that despite all of this, you actually complete games. 

     

    You could rebuild it from the ground up, and it would certainly be better for it. But I don't think that's necessary. None of the issues i brought up requires that level of overhaul. Do not make the mistake of trying to please everyone who plays your game, you will never succeed at it. That includes fans of other platformers, other artists, ect. Just continue making the game in ways you think are fun, and make improvements along the way. Just realize, Sonic BTS/ATS/CA were not perfect games, in fact I could criticize them just as much as spark. But that's fine, because people played them, loved them, and now support you and Spark because they enjoy the things you create. 

     

     

    I say, go for 3. Continue doing whatever it is you're doing, release demos from time to time, take the advice but keep it moving. The execution may not be perfect right out the oven, but your ideas are intriguing and enjoyable, and player feedback will get you there.

    • Like 5
  9. Just playing hyperdrive, not really into reskin hacks.

     

    This is actually really fun. I appreciate the almost megaman style traps you have in here. I usually complain about kill traps, but they're elegant enough that i seem to be able to avoid and anticipate the setups.

     

    Overall the level design is very solid, everything feels deliberate and well thought out. I've only played the first 3 levels before I game over'd, but I can see myself coming back to finish it eventually.

    • Like 2
  10.  

    But still, Sonic '06 managed to do one thing that almost all Sonic games have in common: It managed to give you something new and interesting to do while "improving" old ideas and gimmicks. For me it feld more like Sonic Adventure (DX) than a fully new game with its multiple different playstyles, open Hub-worlds and the stages entered over the hub-worlds. The gameplay was similary "broken" as Sonic Adventure's. Sonic's and Shadow's playstyles were "improved" versions of their respective playstyles from Sonic Adventure 2 (Battle) and Shadow the Hedgehog, Silver's playstyle was the "new and interesting" that almost every Sonic game has to offer.

     

     

    I would never insult a game by saying it was as broken as S06 was. I can't think of a single thing 06 improved gameplay or design wise over Heroes or Shadow. Hell, even adventure 2.

     

    At best, it was a buggy, badly animated sequel to SA1 with even worse voice acting

  11. Well as far as I understand (I went to school for 3D stuff but I haven't touched it in like 3 years so I've forgotten some shit) at the same time one big model for the entire level can be detrimental too. If the scale is extremely big you're going to want to have sections that aren't loaded in all the time and/or if an object is far away to have different LOD for them just to save on memory. I mean you can easily get an engine to only draw out the parts it needs to. As well as if you're modeling a level where say you will only ever see 3 sides of the lego why bother modeling the other 3 sides at all?  I mean I guess there are pros and cons to each but like I said I haven't touched 3D in about 3-4 years now.

     

    This is what I was getting at. Seems like for practicality the stage should be loaded in compartments as needed. This is why I asked about culling the shadows. It shouldn't be wasting time drawing shadows on surfaces that are impossible to see from any viewpoint anyway.

     

    Then again, i have no clue how hard that is to implement. So if you can get the same result out of modeling the stage as one huge object, then that's a viable hack to the problem.

  12.  

    I've also been rebuilding Havok Harbor into a single 3D model to help improve performance. The level was built like legos, so it was rendering the shadows of 12 billion separate rectangles at any given time in the original.

     

    Woah is it supposed to do that? There's no culling feature for shadows? 

     

    Don't know much about 3D gaming, but that seems like a bad idea.

  13. @Lake

     

    About the power-ups, I do like them but I think maybe making you able to store them for when you want to use them and switch between them would be a good idea since once you lose it you would need to find another one, making you try to take care of the power-ups and giving them some sort of importance.

     

    Yeah, I feel like the powerups are well designed, but the system for managing them is leaving something to be desired. They feel like the shields from Sonic 3 with more functions, except they're treated like expendables.

     

    Instead of making me want to find them, it just kind of discourages me from the whole ordeal to begin with, because they're littered around somewhat massive levels but you lose them so easily. 

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