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JiyakoZen

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Posts posted by JiyakoZen

  1. Hell to the yeah, I've been looking for something like this!

    https://www.youtube.com/watch?v=xH5rFYaQWxE (Alexandrite II from Blazblue: Chrono Phantasma)

    (Subdivisions by Rush)

     

    If you listen towards middle of each song you can hear a very clear similarity.

    Let me be more specific:

    Subdivisions: 2:16 - 2:39, 3:57 - 4:40

    Alexandrite II: 3:20 - 3:46

     

    These sections sound very similar - probably due to the key of the songs (B minor). Alexandrite II also has the general Rush sound as it has varied meter (time signature changes). Sorry if I'm being too technical =P.

  2. Three overlooked Namco arcade machines:

    Valkyrie no Densetsu

    Wonder Momo

    Dragon Buster

     

    There was this group called ShiftyLook that was hired by Namco to promote their old properties through comics, animations, mobile games, etc. Unfortunately, they were shut down for some reason  :thumbdown: .

    Very fun games though. They have all 5 Namco Museum volumes on PSN :).

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  3. Just redoing shit.

    I decided to change around some of the story in the beginning so I don't make too big of a challenge sprite-wise.

    Eggman inserts data from Amy Rose into his Estro Ray machine, so almost everything about how Amy looks is transferred into Sonic's body. Obviously, I kept his spikes the same so it's not a pure recolor. Not sure if he'll be using the Piko hammer though.

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  4. Everything's so gorgeous ^^. I love seeing games with so much time and effort; you're really pushing beyond limits  :iamafuckingtool: !

    I'm a gamer who actually prefers more gimmicks - at least, adding more gimmicks periodically in order to change the gameplay a bit (being stage-based, as you said). It's definitely something that games like the modern Mario games lack. Also, these item shops are so new to me in a Sonic game, fan-made or official xD; seems pretty interesting though :).

     

    I really look forward to more  ;) !

  5. In the events, under Objects management -> Player -> Player Animation -> Change animation, make your events look something similar to this:

    rdRu9KL.png

    Hopefully this should get you on the right track.

     

    (This sample code was pulled from my fangame project)

    Ah, thanks! I'll have to try it out, but I see what I did wrong before :).

  6. Been messing with the new Sonic Worlds, and figured I can start making something out of it now.

     

    How exactly do I create multiple walking animations like in Sonic Advance 2 and 3 where the character changes animations as he/she goes faster? I know I have to tell the animation to start, I know the boundaries set by the speed, but how do I get it to proceed and revert between animations? I've tried this before, but something happened where Sonic ran at full speed, rolled, jumped, then when he landed, he was still in a ball. So the animation didn't restore when he landed. Can someone explain please :)?

  7. Well this is a rule 63 idea I had for a Sonic fan game. Basically put, Eggman thinks that the reason why Sonic always stops his evil plans all the time is because he's a slim guy. Therefore, as Sonic approaches his robot lair, he is zapped with the "Estro Ray," and is given more fat and muscle in order to slow him down. In addition, Sonic is humiliated by the fact that he is a girl now, which is the distraught Eggman feeds on.
    While visiting the Lake of Rings (see SatAM or the Archie comics), Sonic receives a message that by collecting the Chaos Emeralds (surprise, surprise), he can activate a power that will change him back to a guy. Thus begins a long journey which Sonic finds much more challenging than others due to the fact that he's much heavier and can't run as fast - he will have to rely on more tactical forms of navigating zones and defeating Eggman's robots.

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  8. I'm playing Tetris Blitz on my Android phone. Otherwise known as Waste Your Money to Win!

     

    I'm literally sick of smartphone games, there's really not a lot of inspiration in the big ones. We're better off supporting the (not many) indie developers on Google Play/App Store. Probably gonna get a new 3DS for a real modern gaming experience. I've been outta the loop of video games for like a year, and I've already missed so much :(.

  9. This looks so amazing :D!

    I have to say, it takes Sonic Mecha Madness to a lesser extreme. In other words, instead of being something overloaded with all these visual and gameplay aspects, your game has a lot more direction.

    (I dunno if Streak is still heeerrre '~'...But that's my critique for his old project. Even if it was just something he messed around with, that's my opinion if it were an ongoing project.)

    • Like 1
  10. Well, it's that Worlds was made for an IDE and runtime that has traditionally been mainly for Windows computers. There IS supposed to be a proper OSX runtime and OSX version of the IDE comming "soon", but I've learned the hard way that Clickteam is a very small company running on Valve Time, so don't spend your time waiting around.

    If OSX Wine isn't going to mature to the levels of the Linux version, why not use a Virtual Machine to run Windows 7? Or, what about Boot Camp to dual boot?

     

    I highly agree with what Techokami said, and I recommend you do that. 

    Perhaps. It would certainly be more efficient. Just need to find my WIN7 disk lyin' around. Everyone in my family uses Macs nowadays, so :P. Thanks for your help guys  :iamafuckingtool: .

  11. Now, this is the first time I've heard any reports from a Mac user using Wine. AFAIK Wine on Linux supports everything 100% (it's really matured over the years!) but I have a funny feeling that there isn't a lot of work on the MacOS side of things.

    So all I can really say is that you've taken a plunge into a crazy direction I was not expecting anyone to do. Godspeed.

    Meh, I try xP.

     

    Aside from virtual machines, Macs have really come a long way in a short period of time. There's a growing number of plentiful types of software that help with more complex things. Hell, I know plenty of game design/programming/design students who work solely on their Macs.

     

    I would get a Windows laptop to work with, but right now, I can only see myself becoming a game designer in the mere future, when I've had plenty experience with graphic design and computer science. Nowadays, I'm more focused on general education (just starting college) and art.

  12. Woah woah woah. First off.

     

    Use list mode. The checklist mode is really hard to use and confusing. The list mode is WAY easier to read, and is more like traditional code.

     

    Second

     

    Don't worry about a homing attack yet

     

    ;)

     

    It may just be in the next sonic worlds update, coming relatively soon.

     

    Edit: Also, you're using worlds 1.2? Mind if I ask how come?

    Oh...really? Interesting :).

    Frankly, never thought this would happen. Since homing attack is so looked down upon and whatnot =P.

     

    Well, here's my story, you ready? I use Wine on my MacBook to run Windows applications. Most simple apps run just fine. I don't use Wine a lot, because I already have better OS X software. When it comes to CF2.5/MMF2, shit happens. I can't run DirectX 3D, list mode crashes, there's no input for neither keyboard nor controller...UGH! I hate it to bits. Unfortunately, I'm more of a 2D artist/animator, so I've chosen the Mac path and game design is just something on the side.

     

    So Sonic Worlds 1.3 and up don't work all because of the input settings you see on the startup screen. Also the buttons don't show up, and the application crashes when I try to move on. I noticed other people had that same issue, but they could fix it because they weren't using a shitty environment to run it.

     

    I'm looking forward to the next build, but I'd like for there to be a more simple build, in a way. Kinda like how Sonic Worlds used to be, where there weren't any input settings and advanced graphics. Just a suggestion, maybe I just sound lazy right now :P. I'm just not too picky about using a keyboard/controller :\.

     

    Thanks guys ^^.

  13. Hey people. So, I'm sorry to say, but I am an extremist homing attack-supporter, I don't know why. Safe to say, I've never played Sonic 06 in my life, so I don't know of the worst the homing attack has to offer.

     

    I'm trying to do the thing you see in the Hedgehog Engine where the target overlays on a nearby object when you're in the air. I have the WIP code as shown below, but nothing shows up in the game. Any advice? Thanks~

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  14. Dimps making sonic advance, understandable, Dimps making sonic rush, also understandable, Dimps making sonic 4, now your just being stupid. in games like sonic rush and advance you can see why. But for a sonic game trying to recreate the classics i wouldn't ask Dimps to make it, the reason why is because Dimps rely too much on boost pads and sonic 4 is more like a video than a game.

     

     

    I have to dissagree with you, fahyda, Dimps can make a good classic styled game, take a look at Advance 1, it's pretty much Sonic 4 how it should've been. If you want more classic, take a look at Pocket Adventure for NeoGeo Pocket Color...

     

    I don't think Rush is underrated. While it is the best of the Sonic NintendoDS games (followed by Colors and then, last, Rush Adventure), I'd call it "uncredited". It introduced the boost and the (working) 2D homing attack, something which every game after Unleashed used. For me it is similar to the OVA: good but forgotten...

     

     

    sonic pocket adventure is kinda a rip off of the classic sonic games (sonic 2 and 3). Another thing i would like to say is, the first sonic advance felt a bit slower and I DON'T want to play as Amy! Also sonic 4 had NO reason to RIP OFF the other classic sonic games. If I wanted to play GHZ I would play sonic 1.

     

     

    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.   

     

     

    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.

    A bunch of different opinions here, which is good ^^. I'm more talking about the public reputation that Sonic Rush has to this day. I think it's definitely not credited enough as a game that introduced a new way to play Sonic games. The Hedgehog Engine was certainly a reinterpretation of the engine used in the DS titles. However, it was a high-grossing (dunno if I should use that word talking about video games and such :P) DS title soon after its release. I remember seeing it in every DS section of Targets, Wal-Marts, Best Buys, etc.

  15. That reminds me, I still didn't try Colors on the DS. I've read that it's worth playing, and the music sounds very good too.

    Wii version is amazing, though.

    Yeah, it's worth trying. Might not be anywhere near as great as the Wii version though. The music's pretty much the same, just taken down a few bits by the crinkly DS audio output :P.

  16. Excuse me, best Rush song coming right here

    If I could, I'd embed it on this thread's html

    While SRA is fun as well, I prefer Rush because of no padding and dat Naganuma music. Nakagawa did well with SRA's music, but it doesn't surpass the power of Naganuma. After all, he's the one that can UNDERSTAND THE CONCEPT OF LOVE.

    No argument here  :cool: .

     

    Sonic Rush is probably my favorite 2D sonic game. 

     

    I hear Rush Adventure was pretty good too, and it looks good. But I couldnt stomach the ridiculous amount of padding in the game added so it could have a storyline, so I never got past the first real stage.

    Yeah, Rush Adventure didn't really indulge me as much. Riding on the water was an interesting gimmick, but everything else was a bit boring.

    Colors, more like Close to Nothing. They really could have utilized more of what they had like they did for Rush. Might as well be one of the shortest Sonic platformers I've played. Never had a chance to play it on the Wii though.

  17. I also like sonic rush but I enjoy its sequel better (sonic rush adventure) that game added so much more, and I played allot of that game. I was young when I got both sonic rush and sonic rush adventure at the same time, and adventure at least told you how to do all the moves as sonic. when I was young I got stuck on the sky level (I cannot remember the name) and that drew me off the game. but a few years went by and I played it again and had less problems with the level. the reason why people say that is probably because the classic feeling of games is becoming to constant and too easy. I still like the sonic rush games though.

    Rush Adventure was good too...but my biggest gripe with it was the difficulty jump between the first two special stages. I just could not beat Johnny or whatever the hell his name was after the first emerald. I'd be near the end of the race with him right behind me, then he'd be like "AHHH!" and slam right into me; I remember it not being avoidable :P.

    Classic games are enough difficulty for me. I've never really beaten a classic Sonic game. I think I just got tired of the same level designs, sprites, gameplay style used in the first five games. Sonic CD was unique in those senses though.

  18. Here's something I wrote on my Facebook awhile back, I thought I'd share it with you guys:

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    As I may have said before, the greatest Sonic game I've ever played is Sonic CD. It's one of the games I grew up with (owned a copy of the old PC version), I've played the port on the GCN (Sonic Gems Collection) and beat the game, and I still continue to play it every so often on my smartphone.

    However, I was never a true retro Sonic fan. Soon after I first got into Sonic, I'd played Sonic 2, 3K, CD, 3D Blast, and the Game Gear titles (this was approx. 2002-2003); however, I didn't find many of them as addicting as the Advance or the Adventure series. I'm not sure what it was...gameplay mechanics, graphic style? I dunno. The game I played the most around this time was Sonic Adventure 2: Battle for the GCN. Eventually, I discovered two comes after one (lawl) and acquired a copy of Sonic Adventure DX for the GCN (I had no idea what a Dreamcast was either).

    As I got further into the modern games, I found the Advance series to be the most enjoyable in terms of two-dimensional gameplay style. However, this all changed in 2005.

    Sonic Rush, SEGA's first Sonic title for the Nintendo DS, came out in like what, winter 2005? I was into other things at the time, so I didn't pay that much attention to it. Eventually though, it was time for me to stop using my brother's DS and get my own, and that happened Christmas of 2006. I got my first DS, and it was a DS Lite. One of the games I got with it from ol' St. Nick (I believe in American capitalism, folks ;)) was this gem of a DS game, Sonic Rush!

    My opinion of the Advance games changed immediately when I got my hands on Rush. Rush was different from other Sonic games, but I loved it and played the absolute shit out of it. Here are some reasons why:

    • *ahem*SOUNDTRACK*ahem
    • It takes the gameplay from the Advance games and changes some aspects, but also adds more interesting gimmicks. It almost introduced something entirely different.
    • A female character who plays very decently! Blaze is really easy to maneuver and I had a lot of fun playing as a new character.
    • Great difficulty balance. Some parts of the game just breeze by you without interference, but others require great focus and you can get a great sense of relief and accomplishment when you finish a difficult task/level/etc.
    • Voices were...I dunno. I was ten, I didn't give two shits about low-budget entertainment companies.

    So yeah...In general, the Sonic Advance series had some of the best work from SEGA and Sonic Team...But Rush just took those best works and increased the awesomeness by a bit . Honestly, Sonic Rush may be a really great game, and the ones after it were too...But they could have done so much more. Ported multi-platform games like Unleashed and 06, added more characters, I would've been fine with that. Sonic Colors for the DS was waaaaay too short, in my honest opinion. They kinda BS'd everything towards the end. Made the levels too short as well.

    Sadly though, the days of polygonal graphics on a double-screen handheld have ended, and there is no man, no woman, no thing on earth that can replicate such talent and dedication to create such games...

    ---

    What do you think? I saw Rush as the "new Sonic" SEGA had intended for Sonic 2006. One thing I noticed in the past is the old "UGUGUGHH SHIT 4KIDS VOICES BLEEHHH," comment on Rush, but I truly think it deserves better. There's something called volume, you can always turn it off :P.

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