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MrLevRocks

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Posts posted by MrLevRocks

  1. On 10.9.2018 at 4:37 AM, Stritix said:

    When can we expect a demo?

    Wow, I sure haven't been here in a while. Excuse the late response, but perhaps that may take a while, I'm afraid. While the game has since changed hands from Hex to me, it does mean that it doesn't have a dedicated programmer, those helping me have other projects to worry about, so it's not going as fast as it perhaps could. I am hoping to have a one zone demo prepared for next SAGE, if it will be announced for next summer, but that's wishful thinking at best so far.

    Thanks for the feedback though, I always enjoy giving people what they like.

    • Like 1
  2. I'll be the opposition then, I'd say forget the now, focus on the good times. As empirical evidence has shown, experimentation only leads to failure, so I'm all for a split of the continuities, though I'd prefer if it weren't regarded as such (after all, nobody really questioned the time passed in-universe between the events of S3K and the events of SAdv(DX), did anyone?), but just as different versions of the same thing. If I had to cancel one of these "sub-series", for lack of better term, I'd say throw what is commonly referred to as Modern Sonic out of the window, for the same reasoning as in the opening line, you either try and fail or you stay in your bubble of predictable results, the latter of which is more comfortable to me, even with the "risk" of not being able to reach quality levels beyond the expected amounts.

  3. 0bcaJ2J.png
    Well, time to dust off the old forums, maybe I'll find some appreciation around here.
    This is, for those who have not seen them around other Sonic-focussed forums and Discord servers, the very first mock-ups of a little game I'm managing (SonicHex  is the one making it) called Sonic Time Corruption (name not final). This in particular is the very first reveal of any one of the zones in the game, Urban Unit and some of its gimmicks, enemies and, of course, art. It's a busy city at nighttime, filled to the brim with skyscrapers, highways and everything that connects the former two. The art itself is not final, but I've got a good feel about the background's greens and the contrasting foreground reds, even if they're a bit intense. 
    Some of you may realize it's mildly inspired by Studiopolis Act 1 from the recent cult hit Sonic Mania and I am none to disagree, this is essentially my version thereof, but I assure you, no Mania assets were harmed during the making of this stage. 

  4. Since we technically are on vacation, the change of SpyKid answering is low, so I'll answer...

     

    As for bosses, there are, in fact, non-Robotnik bosses. While they all are related (in a way) to Robotnik (e.g. build by him), they are not all directly controlled by him during the battle. I won't say who/what you'll be fighting, but you can just wait. One thing that I can say, is that until the next demo in January (the one fixing old problems) won't have any bosses, because we won't be done with them, since we are working on level design and gimmicks right now.

     

    The game itself will, since it is based of off the Archie comics, propably have NPCs, but there won't be a "free-mode" where you can walk around and talk, but scripted events (especially before/after boss encounters) will most likely be made. As for cutscenes, we aren't sure if we are to make/implant them, since they would need more work put into them...

     

    As for this, don't take me to serious on the last point, since I am gathering this info from all the discussions we had in the staff-intern messages, so wait for SpyKid, he'll propably be able educate you more...

  5. I actually can understand Ryan's request forlocking this, because, as we all know, it's opinions that cause harm.

     

    Well, can't say much more than the above other than my personal story...

     

    For me, the Sonic series is not much more than another game series I enjoy. Sure I like it more than others and it was, at least back in the 90s, everything for me, but times have changed. I ususally play the Sonic games (the 2D ones + Colours/Generations) when I want to test my memory, try to remeber where to go and what to find. For any other of my gaming needs, I play other games. E.g. For complex stories, I play the Metal Gear games, for mind-blowing puzzles, I play the Layton series and to test my "hardcore"-skills and my luck, I play Streets of Rage 3 on Super Hard or Ghouls 'n Ghosts... This comes with an disadvantage though, since I rarely replay the 3D games once I finsh the story/100% them. It also gives me no reason to replay the story-driven 3D games, since I'm satisfied. So, is there any reason to be a Sonic fan these days? No, but the nostalgia, the general difference of Sonic games (in compairson to other games) and the fandom (especially the fangame one) is what keeps me here.

     

    Maybe I'm just talking bullshit again, but it's bullshit I'm proud of...

  6. Now you're just putting words in my mouth...

     

    I've never said that they were useless. I only said, that there should be a challenge in the level design, even without badniks and if the level is boring by itself, no badniks in the world are gonna' fix that. But if the stage has some challenge even without badniks, then it will/may be interesting with badniks...

     

    Also, without working badniks, then we cannot place any, can we?

  7. While I agree with ya that badniks and gimmicks CAN be a part of level design, they don't have to be.

    Our level design should work without badniks and badniks should be place able everywhere. Sure one can use badniks to his/her advantage like in Green Hill Zone where one can bounce from Buzz Bomber to Buzz Bomber, but this isn't necessary.

    As for gimmicks, they are important, there you're right, but I can't think of any gimmick we didn't implant yet... Screws, conveyor belts, and water are all there, maybe Spykid meant later Zones like Scorchong Sands...

    Am I the only one having a really bad déjà-vu right now?

  8. No VirtuaRacing car? You dissapoint me Lake...

     

    The game itself is nice, though I don't understand all the hate for the keyboard controlls, since I don't have any problems with them.

    Also, you could try to make the controlls in a exponential function like f(x)=n^x with x: Seconds after pressing and holding the arrow keys and n: a constant, that defines the turning speed. f(x)/100 would then be the amount of "turning" (i %) that the car is having in relation of the maximal turning speed.

    E.g. with n=2 the car would turn 1% of max turning after a second, 4% after two, 9% after 3 seconds... Until x>10 when f(x)/100 >100%, meaning that after 10 seconds the car would be turning with maximum speed.

    Just as an idea, maybe it helps, but every x<4 is too small... :)

  9. 2D: Of all the stages that Sonic went trough, I'll pick my favorute stage of my very fist Sonic game: Stardust Speedway from Sonic CD. This stage seems huge for me and was so fast, not to forget the awesome BGM (JP/EU-Ost). I can't think of anything I didn't like, the background, the layout, the music, everything is perfect. And don't get me started on the boss, which is (in my opinion) one of the most creative bosses in Sonic ever, Period. Other stages I loved were Huge Crisis from Sonic Rush for the G.U.N. stuff and everyones favorite Sonic 1 Zone: Gre... Who am I kidding, it is Labyrinth Zone that I adore...

     

    3D: This is more of a hard pick.... While I love City Escape and even stages like Circus Park from ShadowtH, Crisis City from '06 and Tropical Resort, I'll go with Aquarium Park. Unlike other Colours Zones it is slightly calmer and less colourfull (Quote from a friend of my: "Can you even see Sonic with this many colous onscreen!?"). It also is an underwater Zone, and a good to at that, but there is something about that asian/oriented style of this stage that I love. It just is. What I didn't like about Aquarium Park? The boss. I just can't get me to like the "destroy ship, then beat boss" style of bosses...

  10. While I don't want to post here because I could get people pissed off, I still have the urge to post this...

     

     

    I'd like to talk about a game's OST noody seems to talk about: Knuckles Chaotix. While a couple of the songs have a "theme" in them (Evening Star, Moonrise, New Moon and Walkin') the song I want to talk about is Tachy Touch.

    It seems that this song (at least for me) has a subtle similarity to the Special Stage theme from Sonic CD:

    Even more interesting is that both songs are used for (partially) non-story related stages...

     

    An other similarity, but that may just be my mistake, is "Nobody told me about id" from DooM and Wrapped in black from Sonic Rush. 

    I don't know why, but the bass and the drums of both songs sound incredibly similar.

     

    I don't know maybe I'm thinking that I am just being stupid again...

  11. Even if you two would do the music, there still wouldn't be a game since I don't have anybody to do the advanced scripting...

    I would appreciate if you'd made the music and since I already planned all through there wouldn't be any surprises left once you finished music making, but if you want to work on project that actually are already in the works, thenI don't mind...

  12. 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...

    • Like 1
  13. Seems that Dimps was lazy on Sonic Advance 3's music part...

    I may correct myself, Seems that Dimps was REALLY lazy on Sonic Advance 3's music part because there were more moments of music recycle:

     

    This

    https://www.youtube.com/watch?v=y7dnjX92m3o

    and this

    https://www.youtube.com/watch?v=2wMn0RHM2T0&noredirect=1

    are simple examples, but what bothers me is this:

    https://www.youtube.com/watch?v=hJGTvGY9X50

    While it sounds like it was based of Sónic 1's Green Hill Zone, which it is, the part that stranges me out is that, like other Sonic Advance 3 Songs, it can be/ is based of a Sonic Battle track, namely this one.

    https://www.youtube.com/watch?v=NUcPydVABIk

     

    Also, is it just me or does Amy's Room from Battle

    https://www.youtube.com/watch?v=f-fy80PTfOs

    sound like Toy Kingdom from Advance 3?

    https://www.youtube.com/watch?v=MFjCgmH0KSc

     

     

    Maybe I'll find more, but that was almost the entire Sonic Battle Soundtrack...

  14. Strange has nobody has noticed the similarities between Sonic Generation's OST and every other Sonic game's OST...

     

    But now seriously, nobody has noticed this:https://www.youtube.com/watch?v=UzCvE5py2B0 At 1:20 sound similar to this https://www.youtube.com/watch?v=O0piixxCTmo At 0:15

     

    Also this 

    at 0:06 and this 
    from 0:00 onwards.

    Which is itself a remix of https://www.youtube.com/watch?v=dDt4FJLH9ww...

     

    There is also this: 

    and 

     

    Seems that Dimps was lazy on Sonic Advance 3's music part...

    • Like 1
  15. His post...

     

    Actually, Serephim, I was rising Sonic '06 to the level of Sonic Adventure (1)...

     

    Sure, the story cannot hold up, not a little bit, but there were some "improvements" (I put the " there because these things also can be seen as "not-improvements") here and there. The inclusion of those "Mach-sections" in Sonic's stages made this game feel fast, something I rarely felt about Sonic Adventure because the camera always managed to keep up with Sonic. Without the moveset of Unleashed they sure feld incredibly broken, but broken on Supersonic-speeds...

    The improvement of Shadow's playstyle, at least in my opinion, were the vehicles... In both Sonic 06 and StH they feel broken, but here they feel a little better. Also the inclusion of weapons ON the vehicles instead of parallel to the vehicles made the weapons finally useful. Olny the deactivation of autoaim was bull.

  16. Nothing! I'm going so far and going to say that there was nothing wrong with Sonic '06! *gets shot at*

     

    Ok, Sonic '06 is not a perfect game. It's not even finished, but it still was a satisfying experience. Sure Silver was slow as f*ck, the physics were "wonky" or "wrong" (depending on how you see it) and there were lots and loads of loadings...

     

    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.

     

    If it wasn't for the bugs and the gliches, then the game would be at least mediocre if not almost acceptable...

     

    Hope you understand my opinion. *gets shot at again* I guess not...

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