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Vexus

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Everything posted by Vexus

  1. @SonicFan2010: You can never stop practicing drawing. As you may know, the server I have originally been with has started showing its cracks to everyone and not just myself. I have now moved servers to x10hosting.com. Please be sure to change your bookmarks and your RSS subscriptions (if you have them). http://supersonicknockout.x10.mx/
  2. If you noticed that the blog site was down for no reason over the last 3 days, it's now back on its feet. If you didn't... no loss for you. I am planning on moving servers and giving the site a new domain though, given the recent instability of the current one. PS: Progress on the game itself has slowed again, due to the website and practicing my drawing skills.
  3. I actually really like that new bar design. I think you could have the health/stardust bar at bottom center and the timer just above that, then have the mission icon on the bottom left (because, as you said, the stardust bar will grow faster). That should keep things close together and unobtrusive. PS: Awesome artwork, hopefully an Indigo counterpart is on the way.
  4. I made everything but the blog system from scratch (It uses CuteNews, which is free). Glad you like it
  5. Dev blog update: A couple of days ago I updated the Characters Page with the profile and movelists for Cream and Omega. Check them out here.
  6. I prefer the 3rd one, it just sits with me better.
  7. Now that this game has its own topic I can say how much I really enjoy this game... alot. I will wait eagerly for the next release. I spent a couple of hours on Christmas Time Heroes and I can really see the effort put toward making this look as good as it plays, and it plays really well. You've made a good use of level space and the movement and shooting work well together. The second boss though? So much health... I agree that a more permanent health indicator for the player would help (me at least). Maybe the bosses should also have one, or an indication that they've gone critical (I don't think there is, though I might have missed something). The health system is fine otherwise.
  8. Credit has to go to spriter Gussprint over at the Spriters Resource, who made custom sprites for Omega as well as the Egg Pawns.
  9. The red guy is named Volcan, a fan-character that I created to fill one of the villain roles in the Story campaign. I couldn't think of an existing character to fill the role, hence I made one. He is still a work in progress, but will feature in Demo 5.
  10. Happy New Year everybody! Once again, it's been too long since I updated here. Time to remedy that and hopefully get some kind of response along the way XD. ...And the blog post about it. The trailer features gameplay from 2 characters and also bunch of other stuff like the new Emblem Gallery. Only one character featured is new. The other character though is now actually complete (it had several missing moves). Its also far easier to make videos now, so they might actually become a more regular thing.
  11. That trailer was so good I would play this game right now, it zones look amazing and the presentation is really good. The track you used in the video was also cool to listen to.
  12. What a pleasant surprise, its great to see you're still working on this. The video was excellent, and the notion of combining element moves to solve puzzles sounds awesome.
  13. 2 months later and all I've managed to do is get some work done on the remaining characters. Omega is nearly finished and Chaos and Cream are well in the works. As always during school periods, work will continue at this snail's pace until mid December. I've also updated the Website with new screenshots, featuring Sky Canyon and Starlight City.
  14. I completed the game (A Sonic fangame that can be played from start to finish? Congrats) First off, the key disappointment in this game was the level art. As a few have said it is rather bland and lifeless. Now that the core game is done I think you can go over the level tiles to bring this game to next level. Now onto business, a quick level-by-level review of this short and sweet game: Intro I was annoyed that had to play through this before getting to the main menu, and more annoyed by the fact that the whole sequence was essentially 'hold right'. Still, motorcycle was cool, even if I couldn't do anything with it. Main Menu Simple enough, but if you go to the level select and you haven't played further than Intro, pressing up while highlighting Intro will cause an array error. Dream The tutorial level had some interesting/weird stuff going on in it, especially the room where you grab the rings in the round room. There was ALOT of lag in this level though, and given that the level is essentially 'the fangame test room' with a fancy background I can't see how that should be the case. Grass Skipping the 'playable cutscene' to the first playable level. It was short, boring, and only had one path. This would really benefit from... something to do. Dream already explained the game mechanics, so use this level to ease players into combat situations with enemies and traps. Robot - Doors A boss fight! and what a killer first boss. It took a while to get used to the playing field and it took me a while to guess how to land the killer blow, but this is the point I started enjoying myself. The boss was well animated and was quite a challenge. How did you pull off the looping shaft so well? I've been trying to do that in Game Maker for ages. Now we go into bits not everyone will have seen yet... I would call this a winner, because these kind of set pieces are what I really love in games. Now its time to refine this bad boy into something special.
  15. The third character would be Volcan. Not all his sprites are done yet but he will make it into Demo 5.
  16. I've started uni this week and work has been piling up already. However, I did use the last of my vacation to finish off some artwork. Here are some character art previews for the remaining 4 fighters of Demo 5: Progress will be even slower, and looking at a release this year is rather dim. Still, I'll work on it if I have some spare time.
  17. The update that was supposed to be SAGE's Wednesday update has been uploaded. It's a new gameplay video! (I'm still having trouble getting these to look really good on YouTube, so I might have it available for download somewhere down the line) Click to watch
  18. Thanks for the screenshot praise. You may have noticed, but there were no updates yesterday or on Wednesday. That is because I'm having trouble with the Internet connections over here. I'm trying one more time to get Wednesday's update sorted, but if I don't do it today I'll have to wait till my holiday is over and sort it out then.
  19. I'll be sure to contact Instant now that I've got some time back on again (my access is kinda limited right now). Anyway, I've just gotten access to the blog site again, and I've completed the updates for yesterday and today. Be sure to check them out here!
  20. Hi there guys! I'm currently on holiday and I managed to get an Internet connection, so I thought I would make a post on current progress. For some reason, my booth wasn't accepted for the SAGE event (the same thing happened last year too... thats really annoying). Not only that but my website server is currently down, so I can't actually do any updates or continue to let people download the previous demos. I don't know when it will come back up either. There are a couple of things that I don't need the site for, so depending on what happens, I'll show those off as soon as I can. Meanwhile I'm going to look around the rest of the booths at SAGE. See you guys around.
  21. I posted another update on my blog, detailing the work I've been doing for the past week or so on the game (as well what else I've been up to and what to expect next week when SAGE '10 comes around) Check out the Progress Report HERE!
  22. Happy 23rd Birthday Slinger! Time to celebrate another year of being awesome
  23. A demo is unlikely, given that the time I have and the content I really want to have in place. I'm also on holiday during SAGE, but I'm confident I can at least get daily updates on the dev blog like I did last year. Currently, I've been re-reading reviews for the previous demos, to see if there were any complaints still prevalent in the current build. I'm tweaking the AI still, I'm going to add a small delay between AI fighters getting in range and actually attacking players. By the way, I also noticed that people complained about the attacks not "connecting" as soon as they press an attack button. Every attack in the game has a small 'launch time' before getting hit. Do you think I should decrease this delay, remove it all together, or keep it as it is?
  24. Currently, Players 3 and 4 in Multiplayer are computer controlled only. Eventually I will be adding proper support for controllers, allowing for proper 4 player gameplay. As for Story Mode, the idea of a second player to be able to play the levels has been thought of. However, I am thinking of leaving Story Mode a full single player experience... Mission Mode on the other hand might include optional co-op in the future (honestly, I think it would be interesting to have some Lego Star Wars like action).
  25. I can be such an idiot sometimes... the link is fixed (I forgot the .php bit at the end).
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