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Chaos Rush

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Chaos Rush last won the day on November 24 2010

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About Chaos Rush

  • Birthday 02/27/1995

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  • Current Project
    Sonic the Hedgehog Phore

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  1. Hunger Games... It was okay. What ruined it for me though, is every time Katniss or Peeta was about to die, I'm like, "OHMYGAWD THEY'RE GONNA DIE!!!!", but then I'm like, "Wait a minute, they're the main characters, they're not gonna die...", which took away about 90% of the intensity and made it seem dull.
  2. I think the background colors should be changed or something, cause it's slightly awkward telling the foreground from the background. Then again, it might look better in motion anyways, but I'm just judging from a screenshot.
  3. For some reason if I try to download this converter, my computer thinks the run61 file contains adware, and won't let me download it. I'm wondering if someone who can get the converter to work, can you convert this to Vista/Windows 7 please: http://www.mediafire.com/?ezjtlymj3yo
  4. Okay, I'm getting quite sick of Damizean's Xmas Engine. Way too many things you have to keep track of IMO, and it rapes CPU completely. And Fraps is a terrible video recorder, especially when you have a fangame that normally runs at a perfect 60 FPS. Because I'm working on a much simpler engine (but with the same amount of features, including multiple gravity angles), I've decided I should release what I've done with the old engine. So here is Generic Beach Zone Act 1, with no boss. When you reach an area that looks like this, you're at the end. Here is the really lame, 1-Act Alpha
  5. They're 100% custom >_>. The only graphics I rehashed is the background, characters, and objects like spikes and springs. Everything else is custom-made.
  6. Well, some people, like me, think Sonic 3 & Knuckles is the best Sonic game of all time. Yes, you could argue that there should be new ways to enter bonus/special stages, but from a game called Sonic 4, I expect zone length to be at least as long as the ones in S3&K. Which would average to around 3-6 minutes, not Sonic 4's 2-3 minutes. I prefer bigger zones. (and one thing I forgot to mention, if SAdv1 were to be Sonic 4, it would also need different graphics per act like S3&K did, and S4E1 has failed to do so) EDIT: What's a good recording program? I would like to show some footage of what I have.
  7. Ehehe... sorry guys, but I've recently gotten into 4th Gen Pokemon hacking, and I haven't dine much work on this in the past few days. But I've decided that I'll split the work evenly on what I work on. Currently I'm working on classic Amy Rose sprites in the style of the other sprites I posted earlier. Ehh, no. But I still think Sonic Advance is a great game, definitely not Sonic 4 material, but thats okay because they smartly chose not to call it Sonic 4. Plus, Advance 1 is more Sonic 4 than the recent shit that came out of Dimps's asses in October. To make Sonic Advance a Sonic 4, it would need checkpoint mini games, elemental shields, mini bosses in Act 1, at least 7 more zones, longer levels (Egg Rocket Zone is already long enough though), and cutscenes. Dimps was much better in 2001...
  8. I tried that and it came out rather ugly... It would be much easier to either make a custom sprite or edit Chaotix sprites, since the shading on Knuckles Sonic 3 sprites is kinda bad. The styles aren't really different. I view S3K as just the 1/2/CD perfected, it's not like the shading is any different. Knuckles had no problem fitting into Sonic 2's level art in Knuckles in Sonic 2. And I really dislike Sonic's sprite in Sonic 1/2/CD. He looks like a dork, and he looks really "wimpy". I prefer his S3K sprites where he looks more serious, and he's ready to kick ass with his sneer and slightly bigger fists. I know that nobody mentioned Sonic Crackers sprites which can be viewed as Chaotix style, but, seriously, these are the ugliest Sonic sprites I have ever seen. I don't really see a problem with these sprites and the level art: I think the problem with custom Tails was that I made the head slightly off-center. How does it look now? (his head was moved to the right 1 pixel): (also I made Knuckles less pink)
  9. Yes! Thank you! You will be credited. Now I have at least 2 gimmicks, I think that's fair enough.. That gave me an idea to do something similar for a mini boss. Anyways, I said I was going to make Chaotix-style sprites for the 32-bit feel. Sonic is just an edit, Tails head is custom, and Knuckles is obviously from Chaotix. Comments?
  10. I am a brutally honest person. That looks like shit. Thanks, but I'm not exactly an excellent programmer lol, the physics are thanks to Damizean and RogueYoshi. I consider myself more of a graphics person ANYWAYS Hey...uh... any ideas for gimmicks that could be derived from a beach setting? I came up with this one totally fail one where there's these mechanical palm trees that Eggman built, where it rotates, and you have to jump into it and jump out with timing. I actually fully implemented it (although a bit on the glitchy side), and decided, "Wow, this is the lamest gimmick ever". (Oh, and I'm 99% sure I'm probably going to use Knuckles Chaotix style sprites. Pretend that this is a Sega 32X CD game, or a Sega Saturn game) EDIT: I've decided I'm going to work on a waterfall-based gimmick, but I'll do my best to make it not like Labyrinth Zone's...
  11. Proof that I'm willing to take suggestions .
  12. Actually I was thinking of using Knuckles Chaotix sprites for Knuckles, and then making Chaotix-style sprites for Sonic, Tails, and maybe Amy. Oh, don't worry, it's absolutely nothing like that. What made me write that was reading criticism of Sonic 4's level design, and while Sonic 4 isn't SPEEDSPEEDSPEED like Advance 2, I read something like "every zone feels the same", which I want to avoid. (and what's wrong with Sonic Advance 1's level design? That game had classic physics!)
  13. Yes, everything you mentioned will be done, as I was playing Angel Island Zone the other day to see what I need to make it "pop", and stuff like those parallax bushes that are in front of the player need to be added. Thanks for the suggestions. Should a Sonic 4 been made in the 90's that was up to the scale of S3&K, it probably would have been released in 1996-97. That being said, it would have been a SEGA Saturn game, with 32-bit graphics. That, and the fact that I'm going to take full advantage of me not being limited by the graphical capabilities of the SEGA Genesis/MegaDrive. This isn't a Genesis/MegaDrive/Saturn game, this is a Game Maker game, so I really don't give a shit about how many colors I use. That being said, I think my rocks and my palm trees are quite sexy. And yes, I will make the sand more curved . Yes, the background does look rather empty, but I was planning on making Act 2's background have the islands, since every zone in S3&K had a different background depending on the act. (except Angel Island Zone, where the latter half of Act 1 shared Act 2's graphics, and Mushroom Hill Zone, where both acts shared graphics but with Act 2 having "seasons", and Lava Reef Zone, where the background AND foreground were different). (I've added a to-do list to the first post) Also, I'd like to hear tips on what makes good classic level design, since I'm no expert. My previous fangame, Sonic Revival, was basically SPEEDSPEEDSPEED which isn't exactly classic, so if anyone wants to help with level design, please post tips and suggestions!
  14. I'm not quite sure how many people would agree with me, but SEGA/Dimps' Sonic 4 is a very poor sequel to the epicly awesomeness of Sonic the Hedgehog 3 & Knuckles. So, I decided I should make my own Sonic 4. I don't give a shit about the fact that the name is taken, since technically my fangame is called Sonic Phore. Features (not everything has been implemented yet): *Classic physics *Sonic, Tails, Knuckles fully playable (maybe Amy in the future) *Mini-bosses like S3&K *Actually new badniks *Actually new zones *Actually new bosses *Super Emeralds (in addition to Chaos Emeralds) *Elemental shields *Checkpoint minigames *An actual plot *At least 14-zones planned *Probably anything else that S3&K had that S4 didn't *I might give them their Sonic Advance 1 moves, since that game was classic-y, and their moves didn't break the game Screenshots: This is made with Game Maker 7 using Damizean and RogueYoshi's Xmas Engine. I know it's not a good idea to post this considering how little progress I've made, but oh well. If you have level ideas, please post it. To do list (not for the whole game, this small list will get replaced with newer lists once it gets completed): -Give this zone a name that I won't forget -make the sand more curved -Add a layer of flowers or something in the foreground similar to AAZ -Add better detail to the bridges -Add things to the background -Design a 3rd badnik -Finish Act 1 (should take at least 3 minutes to complete) -Design Act 2's background art -Design Act 2's gimmicks EDIT: The list above is a bit out of date because I'm sick of Damizean's Xmas Engine so I'm working on a new one. Because of that, I'm releasing everything I did before deciding to switch engines: Here is the really lame, 1-Act Alpha
  15. I predict that this project will be finished in 2028. Apparently it takes 2 years to make a full zone, 1 year per act. That would mean 20 acts, it began in 2008, so add 20 to 2008, and there, 2028.
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