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Vexus

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Everything posted by Vexus

  1. I managed to complete the Hidden Palace stage, which now includes switch-activated hazards (something that I'm sure will become more common in the future) To celebrate, I've added some screenshots of the palace to the SSK Arenas Page, and there will be more uploaded very soon. Also, I've nearly finished the slot gimmick for the improved Casino Paradise arena, so I added a screen that too: In other news, I just finished fixing a slew of small AI bugs and fixed a couple of other problems that hampered me for quite a while, so now I can get on with finishing what should have been done ages ago (the missing characters).
  2. Once again, I'm gonna be on holiday without a computer during not only this, but SoS '10. Thats a serious bummer, it's gonna be a struggle if I want to show anything new at this event.
  3. I love it too, and the stage isn't even 100% complete yet. There will be traps that the player can trigger to harm opponents by activating switches (because seriously that place needs some security XD).
  4. A new gameplay video has been released! Features new stages/areas and various new VS configurations. In other news, a couple of characters are now almost ready for battle, and the Emblem Gallery has been completed (check the blog site for screenshots). Expect another video soon once more major updates have been completed.
  5. It looks nice Felik, but I don't think the Advance character sprites will work in this case because the level tiles scream CGI-prerender. I'm not sure right now which ones I'd use though.
  6. I enjoyed this movie as much as the first one. It didn't have as much wow factor as the first purely because it was a sequel. The acting and character chemistry were still top-notch. The villains, especially Whiplash, should have gotten more screen time. Him and Hammer were definitely more interesting villains than Stane was. The only thing that bugged though is that most of the action scenes took place during the night, so they were a bit harder to see than most of the action beats in the first movie. Doesn't bother me much cause I'm used to watching fast action sequences.
  7. I enjoyed the film. Quite a bit of the acting was a bit monotonous, but the script held it together enough to keep me interested the whole way through. Dr. Wily and Blues gave the best performances, Dr. Light was probably the most wooden. The special effects were pretty damn good despite budget, and the CG work was a bit jarring but it did what it needed to do. The third act seemed to have a jump in quality, so it was really cool to watch. I think I would have paid to see this, but I'm really happy it was free to watch.
  8. I actually wanna see some gameplay of that, just to see how it compares to what I've been up to . Speaking of what I've been up to: Mockup screenshot of the new Emblem Gallery design. There are more of them in my topic (if anyone actually noticed it got updated lol)
  9. Sonic Adventure: Remix was cancelled... and changed into Sonic Firestorm years ago. Also, I completely forgot about Sonic GL. That game looked tight.
  10. I remember having a few goes on this game in the arcades with the seat that tilted as you played. It was a real blast then, so I might download the demo of this some time later.
  11. To those concerned about Sonic Firestorm... me (game design) and AeroGP (programming) are still working on it, but the concept has changed once again into something else. Until we get something substantial, we don't want to say anything else so it doesn't end up being yet another disappointment from us. Since we're both busy, development has been slow on it. I also miss Tikal and Chaos, but I also haven't heard from Ashura: Dark Reign since it announced it's move to the USDK.
  12. I was originally planning this to be a blog update first, but my website server is currently down. I have some mockups I want to show you guys. This is a sequence of events that will be possible in the game's new Emblem Gallery, which will combine the gallery and shop elements together. I can't think of a ways to improve the layout so I would like to know from you guys if there is anything I can improve. Also, I've been a bit too busy to fiddle around with the attack speed values right now, so they haven't changed yet.
  13. I would say keep a focus on Sonic, Tails and Knuckles as playable. When you've got them sorted out properly I don't think would be against extra additions to the roster.
  14. As a kid I always wanted to work in comics or games. Spare time I had would include producing a comic inspired by Sonic, DBZ, and Final Fantasy. Eventually I found RPG Maker (it took like 3 hours to download), and after practicing with it I decided to make a version of my story in the program. After finishing about 50% of the game, my computer broke and I couldn't get my game to work again. I eventually got a new one, and I also found Game Maker from a link on an RPGM resource site. I was inspired to start fangaming by a game called Sonic Battle 2; a project made by Sonic Stadium's defunct Shadow Team group. Sonic Knockout was heavily inspired by the game. Just after I finished it, I gained interest in Sonic Adventure: Remix, an ambitious attempt at remaking SA1 in 2D. It fell flat after a year or so but I stayed with the dev team (SCDTi) because I could help get it back on its feet. Now I lead the team along with AeroGP. Couldn't ask for a more enjoyable hobby involving staying indoors.
  15. I've taken a lot of time off my project to finally put some focus on my Art Course. Getting an A in it (which is very possible if I work at it) will be able to get me into University next year, doing a Games Art and Design / Film VFX course. That should get me some work as a games designer. Following that I intend to complete my childhood dream (a 13 year old dream) of producing an Action-RPG I have been working on. Shorter-term goals would include developing and producing some scripts I have in film or comic format, and completing my current Game Maker projects.
  16. I'm happy that you guys are working on the finished product now, which makes me even more excited. There's not a single thing about this game I don't like, so I can wait for ages. Also, I'm loving the badnik concepts by Boz, which I only saw 5 minutes ago.
  17. I like the idea of a badnik becoming more powerful under the rain, but I think that can extend to hazards as well, like bushes that grow sharp spines when rained on. In that case, there could be places littered with them, so one would have to jump over them and be fearful of going really fast when raining outside.
  18. Having random lightning is good for when its part of the background, but if you want to make it part of a gimmick that requires timing, the lightning strikes would need set intervals and possibly some kind of gauge to show when the next one will strike (so speed-running is still a case of skill rather than luck). If the gimmick revolved around a lightning rod, the rod should have the gauge on it. Back to rain... Acid rain (which would be a green or purple colour to show as such) would be a good reason for anyone to stay under something. I could imagine Sonic trying to stay under a partly broken conveyor belt to stay dry, among other things.
  19. I've been looking over what you said Ironrind. I've already made performing wall-jumps easier. Up is still Jump in the default controls, but characters who latch on the wall slide down it at half the speed and there is more forward momentum when actually wall-jumping, so its less fiddly. The idea of decreasing recovery time from attacks is interesting though. I'll have to experiment with that after my art course is done.
  20. I did forget about the level designing part. I also missed that Iizuka is not doing the level design for the game, but has nudged the team toward Sonic 2 for inspiration (thats how I interpreted it anyway).
  21. Being sarcastic Kris? Can't tell really. I found the article funny, mainly cause of the "too slow, too fast" complaint... and Sonic Long-legs A.K.A Sonicetta, pretty funny joke. EDIT: Some guy called Illuminous_Orb scanned these from Nintendo Power. Interesting stuff. Levels use the Homing attack in a way that "adds to the game" according to NP. New powerups will likely show up in later episodes. The shield is a modern green rather than the classic blue XD Eggman has a 'pinch' mechanic during the first boss fight where he spins the ball 360 degrees. Jun Senoue is the sound director (I think thats new anyway). Iizuka pretty much confirms they won't be bringing the classic designs back... ever. Pretty water effects are pretty. This is still a first day download for me.
  22. Just wanted to update this topic for all its worth. First off, I've managed to add 3 brand-new stages (Starlight Zone, Sky Canyon, and one more), I've re-added Rouge and Amy into the game, and I've completely remade the Tutorial to be more like a step-by-step guide to ALL of the gameplay features (as some were missing from the last). The first playthrough of the game will take you to the Tutorial before the Story begins (though you can skip the Tutorial at any time). I've also added invisible walls at the edges of arenas that bounce fighters upward lowering the rate of corner combos. Some controls have been tweaked too, wall-jumping especially is less fiddly to pull off. One last thing:
  23. Really liking this so far. The pace is really fast, no filler at all (for better or worse) and it has a level of maturity that isn't forced or absurd like other attempts I've seen. Art is good too. Also, I love the fact that with all the more detailed/rebooted character designs (especially enjoy Scratch and Grounder), our main hog Sonic stands out with his same simple design.
  24. I really enjoyed watching that game. First Ice Hockey game I ever watched, didn't know it was so fast paced and awesome. Grats to Canada.
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