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Posts posted by Riseodvi
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Good Signs: It's a mobile game developed by Sonic Team.
Bad Signs: It's a mobile game developed by Sonic Team.
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Here's a video about my side project, a recreation of Five Nights at Freddy's.
Woah, that's so awesome, you even got the 3D wraparound effect!
I'm actually working on something similar, but it's far less accurate, just kind of for fun y'know.
I'd really like to see a fan game from your work, and I think that if you distinguished the gameplay enough with different features, it would be less offensive legally (unlike that C&D'd one that was pretty much a free version of FNAF).
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Blurry pictures for maximum tease
Looking cool, really excited for that Sonic CD looking one at the top there.
And I've noticed you've re-purposed some sprites from other Genesis games for your level art, such as ground tiles in the first pic that are unmistakably from Socket the Time Dominator. I'm not saying it's a bad thing by any means, I actually think it's really cool how you fit them in there.
Anyway, really liked this game, can't wait to see more.
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You might want to just reinstall it, you can backup your projects and reopen them once it's installed.
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Easy: Street Fighter
Damn, beat me to it.
I wasn't sure until "the first combo star", as Street Fighter ll inadvertently created combos through a glitch they decided to keep.
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Is this in any way related to the GM Studio Sonic engine AeroGP made? It seems overall pretty similar...
Either way, this engine looks great. There's alot of nice pre-set features here. I might consider migrating to this engine if it's good enough.
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Wow, that Shattered Chrystal footage really reminds me of Donkey Kong Country Returns for some reason.
Doesn't look ground breaking, but it looks kinda fun.
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Don't ask.
Here's a buddy for him!
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I. Love. This. Game.
Alot of horror games recently have been either not scary enough or just a guided scare tour without any real gameplay.
Five Nights does horror perfectly by putting fear and gameplay on an equal level. There's actually STRATEGY to how you play, and it drums up the fear even more by creating a genuine sense of control and urgency.
Not to mention how they use the jump scares. Many people say that jump scares are cheap, and on many fronts, I would agree, but this game uses them only when you fail, something that YOU are responsible for, not just because the game felt like one should be there. (Though, to be fair, they are used a bit more often later on, but they are kept more subtle.)
It's a bit short (it can take anywhere from 8 hours to 45 minutes to complete), but really, it's worth your $5. Hell, even if you only play the DEMO, it's an awesome experience.
And I'm SO pumped for that 2nd one...
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A return from Sonic Mayhem AND a revamped Like system? Today is a good day for Sonic United, bros.
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They removed the Like button? They removed the goddamn LIKE BUTTON?
I've always been a bit on-the-fence about what I think of your art, but that character select screen looks freakin' awesome.
I'm looking forward to that next demo!
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Just wondering, will there be built-in Splines? They'd be pretty useful for 2D and automating loops...
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I can agree with some of what Pulse0 said, but really, I love this game. Okay, so it's a tad bland and the theme is confusing, but I absolutely love Spark's abilities and the plethora of power-ups that further expand them. Everything just flows, and I loved chaining moves together to cross large areas. However, those enemies were pretty underwhelming. It's interesting how they attack you rather than hurting on contact, but they just don't block your progress like they should. The bosses however were FREAKIN' AWESOME and I can't wait to see more. The level design was good, but it was a little blah, and I think some more trope-based gimmicks could aid that. Overall, I love this game, but it hasn't quite realized it's full potential. Get some better enemies, a bit more interesting stuff going on in the levels, and I think that this could turn out great.
Oh, and just a minor complaint here, why the hell can my wall jump DECELERATE? Please make it so he can just unconditionally moves upward when he wall jumps.
I'm looking forward to some more whackass power-ups and awesome boss fights!
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The way he phrases it "not likely at this time" makes me think it's less SEGA being jerkish and more S3K being difficult to port. While S3K is built upon the previous games, the data itself has a completely different layout, so while 1 2 and CD can all run on the Retro Engine perfectly, it would take a ton of fanangling to work S3K into it. I believe we'll get it some time, just not soon enough for it to be announced.
Oh, and there's this from Taxman:
Sonic Threemastered is something that I consistently get asked about, and something we know a lot of people would like to see happen. I prefer to avoid goofy PR talk and be clear with my game development, but obviously there's a limit to this with confidential information that is not yours to share. So 'unlikely at this time' is the best answer you'll get from me.
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Uh, you probably could've made that all one post. But, holy crap man, all this stuff is amazing. A Sonic Shoot-em-up seems a bit weird to me, but if it's going to have all this stuff in it, I'm pumped.
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Sonic doesn't exist. He doesn't exist in a show, or a figure, or a cartridge. He only exists in your memories. He's not going away. If you choose to take interest in other things, that's fine. You'll always have your memories, and you can revisit them whenever you feel it necessary. You don't belong to your memories, your memories belong to you.
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It's probably because he had an annoying voice and his gameplay was broken. I personally find him more interesting personality-wise, and his gameplay was actually fairly interesting when it wasn't glitching all over the place. I think that if he played a larger role in a new game, people could get a better idea of how Silver was intended to be.
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Everything that we do is inspired by something. Every idea we could possibly think of is rooted in something else, whether we are aware of it or not.
The best way to use your inspiration is to blend it into your originality and make it stronger. This is what the best game developers do.
The second best way to use your inspiration is to take it greatly and wear it with pride. This is what fangame developers do.
The worst way to use your inspiration is to rob from it and discredit it. This is what King™ does.
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I think that the biggest problem with this is it's engine. His acceleration and deceleration are to slow and his jump is too weighted, not to mention that atrocious camera. I'm not sure what version of Sonic Worlds your using, but Sonic Worlds Delta has 1:1 accuracy to the Genesis games and I would highly recommend you switch to that if you can.
I absolutely love the art though, and all of those mock-ups had me really excited. It's all very retro and beautiful, and I can't wait Chaos Citadel in action.
There are some really good ideas here, but in it's current state, It's hard to enjoy. I really hope you consider a more accurate engine, or at the very least tweak the physics and increase the screen resolution.
Good luck, and I hope to see great things from this game.
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I recommend that you study level layouts. There are plenty of images of entire sonic levels around the internet, and you can observe these to get a sense of how the levels should flow.
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Perhaps this would be a more fitting place to ask this:
http://sonicresearch.org/forums/index.php?act=idx
My advice would be to make sure that each Manic sprite is the same height and width as the corresponding Sonic sprite, and set the colors of the palette to match the colors of the Manic sprite.
Good luck!
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I've used GDK, and I love what it can do, but Unreal has always been a bit unwieldy to me.
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*Zig's post*
I like your hand drawn art, particularly the third one because of how heavily stylistic it is and it's use of strong angles.
That pixel art that you made is also pretty cool, very reminiscent of Lake Fepard's work.
Sonic Overture [Sunrise Gate Zone Demo Available]
in Game Project Showcase
Posted
Marble Zone always gets flac for it's diversion from the otherwise smooth gameplay, but I personally always had some odd affection for the bizarre level, and I'm glad to see an homage to it in Sonic Overture.
I also get this so sort of Altered Beast feel from the graphics, with it's somber colors and grainy texturing, which I absolutely freaking adore.
This game that you guys have crafted is truly amazing and I can't wait to see more of what it has in store for us.
And I'm interested in what this whole 'new engine' business is. I doubt it's anything major, but I'm wondering what 'limits' of MMF2 you'd need to exceed with a different engine.