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Azookara

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Everything posted by Azookara

  1. You know, I don't know about you or anyone else, but I really miss the Rock Band / Guitar Hero elements of the previous Evil the Hedgehog 3 games. This new song really is fitting for the game's tone and overall feel but honestly, it just doesn't vibe like LMFAO and other death metal bands did before. I do appreciate the fact that you went out of your way to implement the first Mario's rolling physics though, mad prespects.
  2. I thought it was pretty fun and a neat concept, although the collision with the springs are very weird. It's hard to time jumps since they seem to shoot you off with even the slightest pixel touch, which has got me stuck in some areas of GHZ2 IIRC and a game over with the reverse spring at the beginning of Bridge 1.
  3. I had a decent amount of fun with it. The visuals are definitely the best thing about this. You put a lot of detail into making the environment, and it shows. The colors being scattered red, blue and yellow everywhere is a tiny bit distracting on the eyes and doesn't look as cohesive regarding giving a stage a color scheme, but I think that also helps nail down the idea that it's a harbor with various different types of crates everywhere, as if they all came from different places. The level design is actually best in 2D I thought. The areas of open movement were rather nice, but I'm gonna be honest about the engine: GDK really made it less fun than it should've been. The clunky jumping making me misfire my jumps/homing attacks a lot, rocketing off of downhill areas instead of sticking to them, and the clunky turning just kind of brought the feel down by a large margin, and only emphasized the areas that have almost unfair 'insta-death' spots. The level layouts themselves though were hardly bad though, as I'd imagine putting that in the Generations engine would probably play like a dream. I guess GDK doesn't suit the Unleashed/Gens level design too much. But yeah, fantastic job either way! You did this all on your own, and that's an achievement if I ever saw one. Kudos!
  4. I can't recall what it was for me either, but upon just playing again as Tails in AA, I went back to present time near the end of the stage and he somehow ended up way out of the stage boundaries and I couldn't complete it. Also, another question: when defeating Metal Sonic in Viridian Valley, are you supposed to just sit there after the score? I couldn't tell if you were supposed to be waiting for something or if the game glitched up on me because it just left me hanging there for a solid 10 minutes.
  5. EDIT: Revised after playing through it another time or two. Opinion's a good lot more positive. I like a good challenge every now and then, but a lot of the object / enemy placement in Attaction Attack really just made it feel like there was little to no room for error. Almost all Sonic games have that sort of difficulty gap that gives you that space (minus Unleashed and Lost World maybe?), but I really don't think it really did any favors to the game itself regarding it being fun. I just found myself frustrated with how certain things were spaced just close enough to each other or just far enough away where you couldn't move through there without getting hurt or falling to your death, unless you were expected to master every specific area. The level design itself in most areas besides that though really is nice. The second stage is one I like a lot due to the amount of downward slopes and ramps you can traverse, and the third one only triples this (that's my favorite stage by far). These are a good bit more lenient, and I feel like it's difficulty is a bit more in line with what I like I guess, though there were those couple of pits you couldn't really see coming. The colors were sometimes a bit of a clutter, though. I find the visuals to be really stunning and probably the highest point of the game (besides general controls and game feel), but while it could be my eyes being weird sometimes, everything was so trippy with it's palette (especially for Attraction Attack) that it was a bit hard to distinguish what's what on the screen when moving on the fly, sometimes. Sure, I can get behind keeping the "CD" or "Chaotix" style visual, but if overdone it seems to be a bit noisy on the eyes. Not saying it was, though, AA just seemed to throw me through a loop. The music is oddly also not as peppy as I was expecting.. nor varied in instrumentation. The tracks themselves have really nice composition though, and they're definitely not bad to listen to. I guess I was expecting something with slightly funkier sounds and heavier emphasis on both percussion and drums. (The title screen especially caught me off guard with that.) Overall, its a great and solid effort. I think the visuals and controls are probably some of the best SAGE has seen. I guess with the first stage and getting repeated game overs I wasn't really enjoying it, but when I finally got past it I started to like the game a lot better. Either way though, I have full-on respect for what's come of this, and I can see its brimming with talent. Hope you'll appreciate the review, yo.
  6. IF YOU HAD TO ASSOCIATE MICHAEL JACKSON WITH A SEGA GENESIS GAME, MOST PEOPLE WOULD CHOOSE THIS

    1. Show previous comments  2 more
    2. GSF

      GSF

      Heh, I still have that recording. BALLS BALLS BAW BAW BAW

    3. luksamuk

      luksamuk

      HOLY SHIT HIDDEN PALACE ZONE

    4. GSF

      GSF

      BOOSH BOOSH POOSH POOSH

  7. I just walked in on this but yeah I'd have to say that looks much much better than what you had before.
  8. Well.. huh. Good to know, then. I guess in the next few weeks I'm gonna start messing with that and seeing how it all comes out... If I can even figure out where to start. I know the GDK tutorials are somewhere on Retro, right? I guess that's a good place to look.
  9. So I've been meaning to get into using SonicGDK for a while, since I have my own fan game project that goes in and out of the woodwork (Sonic World Runner), and I know I should at least learn some stuff in order to really get the ball rolling; but I have some questions about it, and could use some assistance. I guess I really like GDK and how it seems to be a great template for making a Sonic game, but at the same time I'm not too big on the player physics themselves. They're fine and all, its just that I wanted to figure out if I can make them a bit (how do I say this without it sounding bad)... floatier? I know it's following the physics guide pretty closely but Sonic feels really heavy in jumping and steering, and while I would want him to have traction I also don't really want to have him feel like he tugs all that much. Something closer to Sonic Adventure I guess is what I'd be aiming for. Is there any way to edit those variables in the engine without it being a massive hassle to work with? And for another question, is there any sort of preset camera option that allows the camera to follow Sonic in 3D movement, but not vomit-cam style? And if not, how much work do you think it'd take to construct something like that? Never been too keen on the vomit-cam myself. I have more things I'd like to do with the engine (such as figuring out how to handle adding animations, action-button mapping, editing other small variables to Sonic's movement such as jump dash distance, etc) so while I want to learn how to do these things, I guess this is also a casting call for anyone willing to help jump on board with the project.
  10. So, anyone find UDK easy to understand, or is interested in working on a game with UDK?

  11. I want to fangame again. I got that game designer spirit. It's in my blood, its in my bones. I can feel it in my butt.

    1. Crow the BOOLET

      Crow the BOOLET

      So your saying you shit out games?

      You should check with your doctor.

  12. Seems like fun, and looks flipping great! A bit more lacking on slopes than what I usually come to expect from Sonic level design, but I still dig this. I can't wait to see this complexified a bit more, I trust your skills. :J
  13. This is gonna be where I poop out a bunch of art, because it's what I do. My art style is pretty inconsistent and it's already changed since I drew these, all from around half a year or so ago, so I need to update this topic with new arts. I kinda got a web-comic project I'm working ever so slowly on too (the last two pictures are related to that), so ye. But yeah that's-a-my-art showcase for now. Will post more later.
  14. The latter definitely looks cooler color-wise, but there's something about it that feels like something's missing. Maybe its the lack of texture detail, like bolts or etchings or something? Makes it look a tad simple, but at the same time in that cool, "Mirror's Edge" kind of way (the colors around it help that feeling). EDIT: Holy jeesus just saw the last page's images. Those look awesome.
  15. Maaan I wish I had the motivation to do the fangames anymore. :'v

  16. what the yeehaw

    1. Show previous comments  2 more
    2. Rawr

      Rawr

      i'm spiderman

    3. Azookara

      Azookara

      yo yo overbound :J

      also how do spiderman my nugget

    4. Rawr

      Rawr

      delivering pizzas and getting tired all day every day

  17. I am looking for 3D modelers for 'Sonic World Runner'. I'm already searching on Polycount for possible helpers (well, I will be after I am done getting activated there), but I've also decided to check here and see if there's anyone lurking around who'd like to aid the project. We need someone who can pull off cartoony/stylized model work and texturing, all within a fairly low poly range needed at minimum. Payment (in a "commission" type of fashion) is up for discussion but considering the financial state of myself it all depends on situational matters with myself. We need modelers and texture artists for both characters and environments. Examples of the type of stuff to be constructed below this post. You can contact me on Skype ("azukaramegadriver"), through my e-mail address or just in this topic for any further information or questions.
  18. I understand it's supposed to be a bit more based around gradual speed gaining, but its really sluggish from the beginning. Also, I'd suggest implementing rolling since it'd actually work really well with this kind of gameplay. Other than that it's really awesome! Can't wait to see more of this.
  19. Looks like the Pringles man had a child with a double cheeseburger. And oh yes, LH, Starlight Carnival looks wonderful. Seems you got the whole neon roadway thing implemented in-game, from what I can tell? I'm impressed.
  20. A bit outdated, but it's a minor update. Also Freerunner's moving to GDK.
  21. Not really our own original stuff, but hey heheh. Zat's going in SFR, I know that.
  22. Just in case it got missed, since being the last thing on the previous page: What do you guys think about it
  23. This may not be a screenshot, but this song was made by Columind (aka Carbo of SSMB) for Freerunner's first stage, Cascade Grove Zone. I'm quite proud of it, because it highly resembles music from a Saturn-era Sonic game.
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