Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Vexus

Members
  • Posts

    221
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Vexus

  1. Well that was the case... If I didn't leave some variables the way they were supposed to be... To unlock Omega in Beta 3.2 you must finish 1 2-player vs match. It doesn't matter if there isn't someone else to fight with XD. To unlock Twinkle Snow you must have 15 of the 18 emblems. However seeing that the item spawning thing is glitchy it might not be the best idea and you might want to wait for the bug-fix release.
  2. All glitches reported (as well as a 3 others XD) have been fixed. Please continue to bug-report so a more decent bug-fix release can be done in a week or so.
  3. Thanks for that Spike. I would have thought as much that a glitch would come up in that stage. I've never lost that stage so I really should have tested that XD. The reason the keys are 'backwards' is because of the player 2 controls taking up the arrow keys. It's been REALLY hard to find a default control scheme that works and NO-ONE has suggested of anything better! If you could help me with that, than it would be really appreciated. Sorry about the hitting collision being picky at times, The collision masks might need to be revised later. That and I forgot to set the character mask back to normal after doing some testing weeks back. The character art looks that stretched? Oh well, I really don't want to remake all that artwork again, so I'll just take that advice for the remaining artworks I've got to do XD. I'm glad you like the whole presentation, it's been alot of work worthwhile.
  4. No it won't... I need to re-upload the zip because it's missing 2 important files. Sorry. (This always happens whenever I release something... ALWAYS!) EDIT: The zip file is fixed. Follow the same links to get it.
  5. AND THE NEW IMPROVED SSK WEBSITE These past few weeks have been very hard on me. I've hardly spoke to anyone about SSK lately, and this is why. Suddenly and without warning I want to blast the latest playable demo of Super Sonic Knockout in your faces. It's been a long time coming, but it's finally here. Here is what to expect from this demo: 8 fully playable characters, including 3 new additions 6 fully playable arenas, re-introducing the new version of Route-99 The first 3 levels of Sonic's story, complete with a modified (shorter) script, a modified level 2, and more! Last-day addition - Replay Mode! Play Sonic's first 3 levels with harder difficulty and varied missions The Save System and Emblem Gallery The completed Chaos attack and Boost system 13 Item Boxes The list can go on. But you can read the instruction manual that comes with the game to get all the new features. On the NEW IMPROVED website, you can find screenshots, movies, older demos, and all sorts. The image at the top will take you to the downloads page, and you should read what I have to say before downloading the beta. Oh, and my actual site The ShadowBlaze Portal has also been given another rebirth, and some interesting additions actually worth checking out... So... surprise XD.
  6. The latest render of Green Hill looks amazing. I can see alot of freedom in what I could do because the level design just looks that expansive. The textures really fit too (minus the bridge of course). I can't wait to get my hands on this.
  7. I have to agree with you there Blaze. Wider loops would solve this problem quite easily. It also would allow the player to make use of all that wide space, and the recently released Ashura: Dark Reign Demo proves how this theory works really well in a Sonic game. (watch 0:10 to 0:16) This method adds that little extra interaction which actually makes loops an experience rather than eye candy. Ever since this engine came up, I've been wondering what other elements could have increased interaction in 3d... and I'm still thinking XD.
  8. This was just too good not to make a post about (my first post in I don't know how long). Mouse control for the camera is way too sensitive imo. But when I hit the F2 button to give the pitch and rotation I jumped for joy. I've always wanted to play a 3d sonic game like that, and it felt awesome. The controls are hard to get used to but you get that with any 3d sonic game, official or otherwise so that just needs a bit of fine tuning (as well as the camera, but I can see these problems are being addressed.) I've got no complaints on the graphics, they are spot on. Now make a small level for each of the Sonic 1 zones and you'll be raking people in
  9. In terms of the battle system for a Sonic RPG, I think a Kingdom Hearts styled combat system would work much better, because of loss of a active time bar... since your using MMF2 rather than RPGM it would be a good idea to try. Here are a couple of ideas I thought of a canned RPG attempt I tried (which never got to being programmed so meh XD) > Collecting rings during battle will increase attributes over time (much like the Sonic Riders ring system). The rings you collect after battle are added to your wallet so they can be used to buy stuff. > Chaos drives can be found/brought etc to upgrade a characters skills. For ideas on other equipment look at Sonic Adventure 2. Meh. That's all I can think of. But think about it. If you could use an engine similar to Kingdom Hearts, give it some more speed and think about it carefully you would make a Sonic RPG that isn't an RPG with Sonic's face on it.
  10. I'm still working on the game by the way. It's just that my holiday had delayed production by 8 days. I'm going to be finishing up the main menu stuff soon, plus (with the exclusion of chaos attacks) I've completed some more characters. There were a couple of new things on the new website that opened during SAGE... Mainly a couple more screenshots, a new video, more character art and profiles too... however another demo is a long time coming because I want it to surpass Demo 2 in as many areas as I can.
  11. I did that to avoid accidental game exits, but the issue has already been taken care of. You will have to press F4 to exit Fullscreen mode then click the Close button, or you have to select "quit" in the game's main menu. Anyway, things are going a little slower than usual. An unexpected injury and other things have put SSK back a couple of days. Nothing to worry about though.
  12. That issue will be resolved. Hints will display twice as long and the cutscene scripts can now be forwarded by pressing any key except Enter (which skips the cutscene.) Progress is being made, but more so on character art at the moment.
  13. Just wait till you see the AI in Demo 3... jeez. I reprogrammed the AI from scratch recently it is relentless... so now I actually need to make it worse and add difficulty levels.
  14. It's a big name down at the Sonic Cage Dome, plus Slingerland said himself this is one of the better titles for SAGE so I must be getting somewhere XD. There wouldn't be that many people who would know too much about it if they never go to SCD, which is understandable. I came here to get some more critique, since SSMB don't talk much at all in there their fan creation forum. Anyway, progress on the game and several other bits for SAGE are well on their way. I registered for SAGE last night.
  15. CLICK FOR THE OFFICIAL SUPER SONIC KNOCKOUT WEBPAGE FULL GAME FEATURES: > 27 fighters, with their own skills and fighting styles. > New moves for fighters, and better use of the old ones too. > Over 30 stages, with varying sizes, gimmicks, and hazards. > Solid frame rates on older computers. > The story will be continuous, but will take place after SONIC the hedgehog. > Easy customizable controls that don't hinder your butt-kicking progress. > Two-on-Two tag team matches. > Buy unlocked stuff at the Future City store! What do you think is inside? > 3 slot save feature > Over 100 unlockables I'm almost annoyed with myself for not registering and making a project here sooner XD Super Sonic Knockout (SSK) is a fan project being lead by me and is one of the fangames being produced by SCDTi (Project Headway being the lead project...). SSK is a free-roaming fighting game, so it is usually thought of something on the lines of Super Smash Bros. The game is a sequal to my previously completed project "Sonic Knockout" and SSK so far has already gone major leaps ahead of the prequel. This is one of the new big names in fangaming, a fact that I'm very proud of Reviews and all constructive critism is all welcome and will be addressed.
×
×
  • Create New...