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Mobiethian

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Everything posted by Mobiethian

  1. Slingerland told me once, "Triple-post again and i'll rip your fucking balls off." I have to take that chance now, sorry dude. Reviews for the demo so far are not too bad, but I expected a little better from some. Apology accepted but i'm sure you all expected better from me for SAGE this year and I apologize to you as well. For the final day of SAGE, I am re-releasing the demo. There were some complaints about the music choice, so it has been switched back to what it was before we hired the (now fired) composer. It should be more suitable until we get new tunes. I edited my post above to show the new download link. The previous one is now locked. The project website is http://www.sonicmobius.webs.com for more game info. One more thing, I've been aware of the sprite issues with Nack/Fang but haven't been able to fix them. And I have every intention to remove the coding in Worlds associated with the Knuckles moves. Every time I tried, I screwed things up more. Yes, his sprites were replaced with Fang (designed by Silverbolt) and we had no choice but to replace the Knuckles animation frames with his and it made it look weird when playing him. (Not intentional) He really isn't supposed to fly, climb or spindash at all. So, having said all this, we are well aware of the issues and are looking for help. There's a download link to the actual MMF2 .mfw file that is password-protected. If I can get some help i'll gladly grant access to it so we can resolve this.
  2. Huge bump! The project is still alive and a SAGE demo was released. http://www.mediafire.com/?rax8m8z2r0qygac EDIT: Soundtrack has been switched back to original Sonic music for the present time. I was able to fix some sprites, etc. But not a whole lot has changed in that area, except we removed super peel-out for Sonic. Sonic, Tails, and Nack "Fang" are all playable and with super-mode. Nack still needs work, but we'll get there.
  3. Nice work! I am really liking this, the HUD style and lives counter look great as well.
  4. The fish "chopper" badnik, it appears to be half on and off of the bridge.
  5. Yes and Gale is so easy to work with and manage palettes and colors. Select a color, right click.. continue drawing. GG is my companion.
  6. This is awesome! I am glad that you are making resources available for those who want to try their hand at graphics design. Keep up the good work! I already know the basics, but it's still cool to bring it public to help the community.
  7. Thank you both for the information, it helped a great deal! Rep+ to you both as well. Thanks!
  8. You seem to know what to do with the animation frames, and perhaps parallax stuff? Can you help me? I have been bugging others for the help and didn't get too far.. can you or maybe someone else assist me with how parallax functions work (MMF2)? I need it, because I really don't know what i'm doing with it. Parallax is what makes the backgrounds work with a 3D effect. I have been researching the MMF2 help file but it doesn't give enough information.
  9. Yeah, good suggestion. I am wondering if there would be any chance that the game will be released in physical form. Or maybe they will do that after all the rest of the episodes are released. Wouldn't mind having a Sonic 4 box sitting on my shelf. You know, would make a collectors item too. I hope they do release it that way sometime!
  10. Precisely this: And thanks. Lots of work going into it. Haha! Technically DRR would stand for that. Started drawing Zone 2 (Terrarium Tower) tiles from scratch. The original tiles and background had too much cyan and was a bit too hard on the eyes. This time, I'm going with sort of a Tidal Tempest present foreground look with sea-foam green shades and glass textures in some tiles. I'll get some screens up as it comes along. Peace fellow HQ-ers.
  11. I wish I could play it. I still haven't yet but will be as soon as I get some cash together for a wireless router for the 360.
  12. Up until Zone 5, (Polar Palace) and then Nack no longer appears as a mini boss in the remaining zones. And DRR is always Act 3 boss, in every zone. Thank you quite so much! They (FG tiles) all fit together now using an interlocking method of the patterns. Adds fun to the building process. 3 way battle definitely planned for Zone 5 (Player vs. D.R.R. and Nack together but both still fighting alone) and involving an ice vs. fireball fight as well as possible bottomless pit. Just one idea I had for it.
  13. I wanted to elaborate about Nack/Fang a little bit since SonicFan2010 brought up the good guys subject. Nack is also an Act 2 boss in each zone when playing as Sonic or Tails. Not on DRR's side either and sort of in the game as double trouble. As you can see in the screen, Nack pulls a "No can do" at the end of Act 2. I don't have any specific boss methods/ideas thought up yet but will probably be an easy machine deal and only 4 hits to defeat. Update before I have to go, Act 1 is completed now (YAY) and some of 2. Sticking with the month or two time frame for next release. Peace.
  14. Zone 2 will be much like TTZ. Sort of Tidal Tempest meets Metallic Madness Good Future. lol Demo timeframe probably a month but just to be safe i'll say 2 the latest. Working with current Worlds engine to produce it then hard to say what will happen after the new worlds is released.
  15. Waiting on a wireless router for the 360 then I shall play. Can't wait.
  16. Decided to make some new zone previews for Data Select. Pushing for a 3 act demo sometime for zone 1 and possibly some of zone 2 but all of those tiles are being redesigned. We'll see. Oh, and Happy Sonic 4 day!
  17. That's an idea i'd like to keep an open mind about. He's not with the good guys, I planned for him to have sort of a Knuckles role and only working on his own. There's a different storyline with Nack then the other ones, but he is indeed still a bounty hunter.
  18. The shooting idea is a must. I actually tried to incorporate it into his sprites. On the demo if you simply press 'up' he'll pull his gun out but it can't shoot anything yet. Definitely a great idea about the number of rounds he can make while shooting. Or maybe pick up a few ammo item boxes along the way like what gsoft recommended? Ollie, supercharged jump idea = perfect!
  19. I like to think so! Just a few updates: 1. Graphics and tileset completion for Zone 1 bumped up to 90%, That's a sweet number! Did some porting of tiles into the current Worlds engine for testing but the real stuff happens when the latest Worlds is released (hopefully soon!). 2. Decided to make a last minute zone name change. Zone 3 is now called 'Medial Mobius Zone'. Medial = In the middle, half-way point in the game and is still a city level. I changed it because I am not comfortable having the word Madness in there, because Mobius is supposed to be tranquil. 3. Got some more of Nack's sprites fixed (hot spots and small things) and will be removing his spindash. Replacing with what? I have yet to figure that out, maybe some ideas will roll in to help me along. That's all for now folks.
  20. That's really cool! Nice looking designs going on there.
  21. Been into fangaming for many years. Just now I produce a playable something. lol Interesting! Thanks, sprites were created by someone named Silverbolt. Originally granted permission to use them way back when Project: Sonic Retro was active.
  22. Very serious. I work on it everyday. I am glad to have great feedback about the game itself. I know there's a lot of work to be done, but it will be done.
  23. You're right and thanks. Not much longer the engine tiles will be replaced with proper ones. Next release will be much longer, no worries. I want to get some of Zone 2 constructed for it as well. And proper parallax scrolling in both.
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