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ChaosLord

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Everything posted by ChaosLord

  1. LAWL, you're a bit hostile, aren't you? 'twas but a joke!
  2. OHGOD IT'S HORRIBLE, BUGS EVERYWHERE, I CAN'T PLAY IT, IT'S LIKE SANIC '06 ALL OVER AGA-wait, no, this is '06 I'm playing. Let me gather my ATS files instead. *shuffles through papers* Ah, here we go. "All is well". Beta testing is fiiiine, Lake has been very thorough, it seems! YAY.
  3. I'd vote sticking with the robot creation theme and make it more of a sort of... Laboratory Base style level. E.g. Instead of being a holding place for the animals, make it the actual place where they become 'roboticized'. As in, more off a mass-production base. Since Sonic gets turned in to a robot earlier, we know Robotnik can do it whenever he chooses but going round to every animal himself would take forever. Therefore: Act 1 - Similar to Perilous Paradise, everything is eerily 'okay'. This is like, the animal pen where the roboticizer accesses the animals that are then place in the machine (robot arms and stuff). Act 2 - Then you find out the reality of what's going on, following the path in to the roboticizer itself. Act 3 - Deep in to the machine, you find the roboticizer devices themself. I can see copies of the device Robotnik used on Sonic earlier, transforming animals as you run around and you have to avoid getting hit by the machine. If you do, it roboticizes you, much like earlier, and you have to tap 'jump' to break out (similar to the ice block freezers from a lot of Snow Levels). Edit:A common interesting theme I noticed in the differences between acts in BTS (and especially the ATS beta) is that the Zones start off relatively calm in the first Act, then become more active as you progress to the second and third act. My ideas are all based on this concept... E.g. in this case: Tropical Ecosystem full of animals -> Pipes and conveyor belts with animals -> Machine roboticizing animals NATURALLY: You would try to keep the 'ecosystem' theme throughout. The pipes/conveyor belts would be covered in plants and so would the machines in Act 3, HOWEVER, the plant life decreases as you go, showing the transition between a peaceful tropical hub to a mechanised forest.
  4. Ha! Go nuts, I just wanna worm that clock thing in there somewhere. It'll surprise the player + Timing stuff with music = Epic feeling when you're playing. I really only threw in the rusty underground bit because I thought it might work better with that type of music (and underground -> Cave Complex works well). But ALL IS WELL.
  5. LAWL, I forgot I had that. It's the best Tails pose of all time.
  6. I love how well timed my post was for this. TIME TRAVEL!!!
  7. Puttin' stuff in spoiler tags to save space. Rock on. On a more serious, and possible 'spoiler' related note:
  8. Awh, PMs? Then I won't be in on the fun!
  9. Ohman, that would be the best soundtrack ever. ATS music team, you're fired. Gecko and I are taking over with our 1337 Audacity SKILLZ.
  10. OFFICIAL SOUNDTRACK COVER ART CONFIRMED
  11. I don't know if they still update this but (it's the soundtrack completion chart, not a big 'spoiler'): Would imply 'no', assuming it's relatively up to date.
  12. Are you going to have an literal 'Gate' in it? Not that I would mind, I'm just wondering what I should be envisioning here.
  13. AWWWWH SWEET. I'd try to contribute something now but I have exams tomorrow and Friday. Revisionrevisionrevision... Btw: Be careful with the music stuff. Creating the level and the music at the same time can be bad. Either you create the level first and then the musician will base the songs off of the level that he has seen/played OR you make the music first and then design the level around the music style. Otherwise, you'll end up with a level that has some random inappropriate music. BUT THAT'S NOT MY TASK SO DO WHATEVER! Also, you mentioned you're not that good at 'programming'. I've never used MMF2 or Sonic World or even Game Maker HOWEVER, I am an actual programmer! So if you have any LOGIC based difficulties, I could help you with anything you need there, if you get too stuck! As in, I can't tell you exactly how to do something but I can give you the logic behind it that you just need to convert in to MMF2's... "code". (But for experience, I'd rather you try to figure it out yourself first, lawl. Programmers don't have a knowledge-base on how to do every game gimmick ever, we actively try to figure it out, at the time... Unless you're my Uni friend, Matt, in which case it's more like "GUYS I CAN'T WORK OUT HOW TO TURN ON THE COMPUTER GIVE ME YOUR CODE FOR IT"... wait... what was I talking about?)
  14. I believe the final concept came down to: Robotnik has just found an emerald and discovered its power and is out looking for more. Sonic finds some on his travels, final battle etc: BUT Robotnik KEEPS that 7th Emerald (it goes down with him in the final battle). Supposedly, Sonic loses the Emeralds he has gained in some way or another (irrelevant at this point in the conceptual stage). Sonic is still oblivious to their power but he has met Robotnik and is aware that he can use the Emeralds, setting the scene for Sonic 1 where he is trying to get them to make sure Robotnik doesn't. Basically: START: Robotnik KNOWS of the power of the emeralds but not how to utilise them. Sonic doesn't know what they are. END: Robotnik now knows how to use them (See: Final Boss) and that there are more out there, and he wants them all. Sonic has now learnt how dangerous they can be and wants to stop Robotnik from getting them, setting the way for Sonic 1. BUT THIS IS UNRELATED TO TOPIC SO KTHXBI EDIT: That is pretty badass.
  15. Ha, yes, like I said, I didn't really add any 'weapons' to it. I guess it could shoot a laser from the red part underneath, prolly place some other guns on it or something (lots of space on the body still). And I had the vision of it flying off screen then coming in from the side as a different side-on view of it instead, where it uses a different attack (rockets or something?). ...hm... then using Gecko's idea of pistons, one phase of its attacks could be using them to launch you in to something? As in, the pistons come out of the ground for some reason (I dunno... trying to throw you in to stuff... or they have spikes on them...) but you have to take advantage of it and have it launch you towards the head bit so you can hit it! WHATEVERMAN, I'm gonna abandon this thread before people rage at us. *patiently waits for Gecko's thread to appear...* EDIT: And cool! I'll start coming up with stuff after the 24th of May, probably (maybe some before then)... It's exam period at Uni! WHAT FUN.
  16. Ha, that'd be pretty cool! Scrap Brain elements would be a good touch. Of course, the actual 'attack' methods on my image were never really put on (too lazy to actually design the fight too). Could prolly shove some pistons on the bottom somewhere! And yeah, dunno about a dragon. Depends how you pulled it off. When I try to design a 'Classic Sonic' style boss, I try to stick to the more... 'Industrial' looking robots, since they generally have that look in those games (apart from things like both bosses from Sandopolis... some stray from the standard). BUT HEY, it's a prequel! ANYTHING COULD HAPPEN!!
  17. GODAMMIT, I left to quickly make something and when I come back, it turns out you have already put in for the job. Oh well, have my... 'quick' concept image anyway... don't want it to go to waste...: http://i.imgur.com/0VTEcg9.png Rock on PAINT SKILLZ. I can't do pixel art so I just did the concept... and based it heavily on the original design (SEE, IT EVEN HAS A HALO LOOKING BIT). Oh. And I made it a bit too big. (inb4 warned for messing up thread)
  18. Ohshit, Scrap Brain in development? That's a pretty neat idea. Didn't think of that... AND YAY MY IDEA WAS LIKED <3
  19. It isn't very... "Classic Sonic-y", really. As in, it seems too 'organic'. The boss concepts in Classic Sonic style games are pretty much all robotic, since that's the whole point of the old Sonic story. He's called ROBOTnik for a reason... HOWEVER, you could adapt the idea in to something robotic. A large winged robot with the emerald at its core could work quite well. I dunno what you plan to do with the story but it would work well with Robotnik's discovery of the power of Emeralds. As in: In this one, he realises the power of a single Emerald... Which leads to him trying to get more... Then BTS/Sonic 2 is where Sonic realises how all 7 can be utilised... And lastly, Sonic 3&K is where Robotnik finds out the power of the Master Emerald and uses that at the core of his final weapon. Point being: It's like an ominous foreboding of future events (one emerald at core to begin with, 3&K has Master Emerald). Lake did a similar thing in BTS, in that the final boss was like a smaller version of the final boss of Sonic 2 (which was like a smaller version of the final boss of Sonic 3&K). People love ominous forebodings. tl;dr: I think you should change the final boss to a flying ROBOT with a SINGLE emerald (the 7th one that Robotnik has) at the core.
  20. I'M-I'M-I'M SONIC, CLICK ON ME FOR HE-HE-HE-HE-HELP! CLCLCLCLCLICK ON ME FOR, CLICK ON ME FOR... CLCLCLCLCLICK ON ME FOR HELP! REMIX!
  21. Ohsweet. Never played any of the Drift games... Sounds win!
  22. ...hey... what happened to the peace time?
  23. IT'LL BE WORTH IT, DUDE! Oh maaaan, I'ma hype you up so hard! IT HAS DRAGONS AND TROLLS AND DAEDRA AND wait- wait, no. That's Skyrim. Whatever, it's worth the wait.
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