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Aizen90

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Everything posted by Aizen90

  1. Lake....holy crap...thankyoooouuuu!!!
  2. Sorry if I confused you! Ah I see I swapped the names accidentally, simple mistake, but still I dun goofed. XD
  3. Yeah true it wasn't a method in BTS, but the point is how you get to special stages is different in this.
  4. No I just meant that since the method to getting to special stages is different to BTS (If I could just find that damn post) then he should show an example in the release trailer he's probably making of what the method is, so people will know before playing.
  5. Actually I've read it works differently in this game to BTS (but it is something we've seen before in a sonic game), according to a spoiler tag post by ChaosLord (I think it was him) a few pages back. Don't be so quick to jump on things people say pls. XD
  6. Lake I think it would be a good idea to show people in the release trailer how you get to the special stages.
  7. Maybe even closer than we think already. Falk on Retro (today): "ONE SHOW STOPPING BUG D: Hang on, we should have it fixed by the end of today." That could mean the game is out by tonight/tomorrow, or not, we'll see.
  8. Quoting a glitch I found earlier: I just found a glitch when playing through the demo, on Cyan City act 1, I was at the part where you have two fans on the floor and one of those small red enemies with the shield standing on a block between the two fans and you have to hover over the badnik using the fans without touching him, I landed on him with no rings but instead of dying, the losing a life jingle played but I just bounced off him still in Sonic's floating animation, landed and carried on playing as normal. I just tried this glitch again and I died this time so it's random whether it happens or not. Also at the beginning of act 1, if you take the lower route, when you come across the double helix loop section, you can go down from there to the bottom floor, all that way down there's a pillar/wall that you can walk through ( comes into view at 18 seconds, sonic runs over the top of it) and out the other side, which is necessary for the top half of the wall because one of the double helix paths goes through it, but there's no need for the bottom half not to be solid, when you jump through the bottom half of the wall there's nothing on the other side and you just fall to your death. (through some interesting wall textures not seen anywhere else in the level I should add on the way down) That bottom half of the wall, under the point where you emerge through the wall via the lower route of the helix, needs to be sealed up so you can't go through it.Okay if this is too complicated I might go get some screencaps.
  9. Screenshot looks nice but after looking at the level design and the trailer a while back I have to ask, how much of this game is about only using the powerups to reach platforms/destroy enemies? Because while it's a great element to the game I think there should still be lots of classic sonic type gimmicks that make the areas interesting.
  10. I don't know why you're including me in that list when I haven't done any of those things, I've always been on topic asking questions about the game, I know you said everyone, but you also pretty much listed all the people who've been screwing around, clarify please?
  11. Lake, has Falk been able to work on these last two tracks every now and then, getting some of it done? Or has he been 100% prevented from working on it? Could you tell us what's taken him away from it unless it's too personal?
  12. I left a comment on a youtube video of Freefall from Technology Tree Zone so I'll just repeat it here, this tune feels like the spiritual successor to the track Rusty Ruin act 2 on 3D Blast (Sega Saturn) just because of the vibe, emotions and genre sort of, I also noticed the songs are the exact same length before looping. One of the best Sonic tracks ever made, it's really amazing.
  13. Not by sending him pm's I hope, seriously don't bug him about it, he may be distracted from them right now, but these tracks especially dream dance 2 need to be well thought out and not rushed at all.
  14. I just hope this level is part of the main game, that looks really amazing and original, wow.
  15. Don't feel pressured by anyone with these last two tracks, especially Dream Dance 2/final boss obviously, take all the time you need.
  16. It's brilliant and so oddly different how the Ice/Casino stage is the zone before the "final" Eggman base zone, I thought for a long time (until about two months ago) the ice zone would lead to inside the volcano and then you'd go up the volcano to reach the airships/Eggfleet, but no, it's pretty interesting. I just found a glitch when playing through the demo, on Cyan City act 1, I was at the part where you have two fans on the floor and one of those small red enemies with the shield standing on a block between the two fans and you have to hover over the badnik using the fans without touching him, I landed on him with no rings but instead of dying, the losing a life jingle played but I just bounced off him still in Sonic's floating animation, landed and carried on playing as normal. Also at the beginning of act 1, if you take the lower path, when you come across the double helix loop section, you can go down from there about two or three floors, all that way down there's a pillar/wall that you can walk through and out the other side, which is necessary for the top half of the wall because one of the double helix paths goes through it, but there's no need for the bottom half not to be solid, when you walk through the bottom half of the wall there's nothing on the other side and you just fall to your death (through some interesting wall textures not seen anywhere else in the level I should add on the way down) that bottom half of the wall under the lowest red piping needs to be sealed up so you can't go through it.
  17. If you mean in that it has a "run button" unless I've read it wrong it just means the same thing as a 2d Mario games, a run button that speeds up how fast you're already going but you're still in control of your whether you slow down/stop etc. it's not an automatically force sonic forwards button.
  18. Yeah that's a similar element as well, but I still think the main parts like the style of level design and the camera are very different.
  19. Yes the running around a circular based world/slight gravity manipulation to find other platforms and paths is similar in a sense, but X-Treme was two things, one: Running on a 2d plane and the fish eye lens was to help see infront of you and to make the level feel like you were running on a rotating globe/planet. Two: The 3d aspect and what was cool about it was leaving the 2d plane by running into the background, exploring the inner areas of the "globe". Lost Worlds has a little of it, but is really just Galaxies cylinder stretch sections, with wall running etc.
  20. Oh god I didn't notice the puns until now, you will regret this.
  21. Alright people back to ATS I only made one post that was pointless, and Lange just posted a new track two posts above, Redhot Ride special act, discuss that. "More waiting" that saddens me when it's coming from one of the composers of the game xd, do you know that because you know the exact the state of things? Or does Falk (I'm guessing) only know how the last few tracks are coming along?
  22. Desert Ruins, yet it sounds like the complete opposite of a Desert, there's food everywhere. Also dammit people on youtube and here will you stop suggesting this is like X-Treme they are very different.
  23. Apart from the limited exploration this does look very good, I'm really interested now in what way will the worlds get bigger past green hill zone, to hopefully expand the alternate pathways.
  24. I'm suprised the reaction is as positive as it is, this does look fun, but from a lot of talk on forums and youtube what most people were hoping for from sega after generations was that the games would really open up in terms of alternate routes and exploration, this looks like the complete opposite, it does look like there is a higher/lower route and a couple of different paths on the other sides of the huge cylinders but we need a lot more at this point. Also Nintendo is playing their (obvious) involvement way too safe, they just made it look/play exactly like galaxy, wanted something a lot more original. Also graphically so far there's something odd about it, the ingame graphics on generations looked nearly as good as the fmv quality you see here and in colours fmv's as soon as it cut to the gameplay here though the colours went a lot darker and duller and there was something slightly pixelated/jaggedy about it, it looked at a couple of points like a 3ds game, maybe that's the video quality (I was in 720p) or the art style for this game using few basic colours but I'm not sure.
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