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Sonic XG Is Here.


Sir Euan

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I don't know why you're being so bitchy in this thread. Fine so people bitched about nexus but don't complain about it and then get all angsty here.

I'm sorry, Euan. However, can you blame me?

I'd also ask if we could all stop moaning and get back to discussing SXG before this gets nasty.

I did give you an XG discussion (post #46). I think I sounded pretty neutral about it as well and pointed out things to fix. Not bitchy. I guarantee you.

And addressing the "I know it's not perfect, but people enjoy it so who cares?" comment again, I thought you'd take not of some of the stuff that I mentioned, but it seemed like you just blew it all off with that sentence and wrote me off as crazed.

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I've played this demo through probably about six times now and have noticed stuff I didn't before so I'll talk XG.

I guess the engine isn't the best but I really didn't notice any problems. There was a few bugs that I noticed in my six times of playing this game that actually needed addressing and that the average gamer not knowing anything of Sonic fan gaming might notice. When Tails flies up into those polls there is a small noticeable bug but it doesn't harm anything or interrupt the flow of game play. At the start of the Second act I got stuck between to walls with Knux I think like something didn't trigger and I just got stuck on this one screen not able to scroll left or right that only happened once in a 3 times I played as knux but it should be fixed. Oh yeah and you can move Sonic at the end of act 1 but not act 2 that's just insanity!

I think the reason why I liked this demo so much is just the amount of game play you crammed into the demo. First you're Super Sonic in a battle then you you play a act of just solid Sonic Game play. Next thing you know Eggman shows back up and the whole level is falling about and just to wrap it up you've got a decent few bosses in there. Plus the sweet Special Stages.

I've heard people say there weren't enough gimmicks but I didn't think so I thought it was a nice mix of gimmicks and level specific hazards (people forget about those things). Other then that I loved the badniks they were reused but when I say I loved them I'm not really talking about the graphics I'm talking about their placement. Many fan games use way too many badniks and a lot of times the badniks get cheap kills. You had just the right mix which is apparently hard to do as that is a major flaw in a lot of games.

I also did like the level design myself. The level was neat and while there was a lot of falling and climbing I felt that fit the level perfect seeing as you are falling out of the sky.

The presentation was awesome as many people have said but I think the game play holds up on its own too.

My opinion of this game is pretty much what Blaze said to start with:

That's it. It's over. Done.

Nobody needs to make another fangame ever again.

That is if it gets finished. I'd also like to apologize for my part in the "Side Talk" we should have never deviated from talking about the game.

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Euan, its great to know you don't care if your game works or not. I mentioned the same thing as Brad and then drew attention to it again by quoting myself. No one noticed me say that I suppose, but if he says anything it must mean hes upset that no one complained about your game. Well I am too.

As I said, I had a lot of problems with the controls. Sonic constantly was going through loops and climbing walls for me. He would go right long after I had let go of the key. He would go right long after I hit left! He would not jump when I pressed the jump button! These are not things to just say, "oh well, everybody else liked it." to. If everyone else liked it, they must be able to see into the future so they could press jump half a minute before they had to so they could make it across some miniscule gap.

I played your demo at least 5 times trying as hard as I could to see where all of this praise came from. I mean, all these people must have been right about something. Due to these controls, I only made it past the 2nd act the final time. An area with about three floating platforms was impossible to clear for me until I just ran at it and pressed jump almost until it broke! You should be able to jump across each platform with ease, but this task was so frustrating for me I found myself smacking my keyboard in anger.

Finally getting to the first boss, I have hopes of something passable. I wouldn't have to do any platforming and this is the only first boss so contol problems shouldn't make this too bad. Oh wait, the area that Robotnik is floating in has no ground underneath it, and bouncing off of him does not send me towards the middle. You would think that hitting something from the side would push you back the other way instead of going up a little and then falling too fast for me (our your controls) to realize that I need to go back to the middle.

In synopsis, I'm very dissapointed in this demo. The graphics were nice and the music was pretty good, but unresponsive controls killed it. I could barely stand to make it that far, and if I tried to play an entire game like that, I would cut my hands off.

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I'd just want to point out that I have absolutely no problem with the reuse of badniks. My problem lies with 2 hypocritical members.

That's all I'm going to say. Resuming topic.

Hypocritical? I said I didn't like fusion badniks, what in the hell does that have to do with classic ones?

EDIT: As for other people claiming I am a hypocrite, I will post my Nexus review here and see if it applies.

- There were too many enemies, and they were all annoying as hell, especially the practically looping laser sound of the dashing fish.

Nope, enemies were just scarce enough.

- Sonic feels slow and tough to control. I feel like the poor guy has boulders tied to his feet.

Nay. I found him very easy to control.

- Level design is very... Blocky. Lack of slopes or slanted ground (There were a few instances, but not enough to be Sonic-ish) left me bored. It was also very frustrating, and the screwy depths of the tiles made it feel like Sonic 2 beta. For example, I would take a spring upward and half of the tiles would be in front of Sonic, half behind. It just looked terrible.)

I loved the level design in this game. Felt very much like S&K.

- Feels buggy and too fangamey. The casino level from last year felt like Sonic, so I'm not saying you got it all wrong.

Actually, I felt like I was playing an official game for a while.

- The first boss part. It was clearly edited from Marble Palace Zone, it stayed offscreen half of the time (Due to high speed and very free movement), and the clouds followed you exactly and stuck to your position.

No, I couldn't tell what the boss was edited from.

- I quit because I kept getting killed by the second part of the boss when I clearly jumped on the top of it's head. Buggy.

Nope, the only time I died on the boss was because I missed.

- Lack of explanation for the crank and teleporters. It took me forever to figure to push up on the crank (Sonic should probably move his arms while turning the crank, too. Not just magically stare and turn it), and took me even longer to figure out what the hell the teleporter even was.

Not really any new gimmicks, so I already knew how to use them.

Happy?

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You forgot the long ass rant where you started bitching about the boss sprite being just an edit.

Also the level design in this resembled nothing from S3&K. And I would know. If you want to draw very vague relationships, it would be closest to DEZ2, but it really isn't anything like it.

And if not having any new gimmicks is a plus... dddaaammmn.

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I didn't go on about the boss sprite, YOU guys started bitching about it and would never let it die. If you call replying to defend my argument after you throw a hissy fit being an idiot, then you really need to look up the definition. What do you know, you still won't let it die!

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Guest Shadix

I am loving this game :3. Everything is just so silky smooth. I do believe if this game had made it on time it would be up there in best in show.

It also clearly represents a time where fangames were fun and not "who can make the best engine", even though the engine itself is wellprogrammed. The presentation and graphics are leagues beyond anything I've seen in a fangame in a good while.

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Man some of you go on a power trip cause you release your own game. It's pretty douchebag to get competitive over a fangame. ANYWAYS. Night, Euan, you guys know I've been a solid supporter of XG since its inception.

Since you guys addressed the fact your demo has bugs, I will not chastise you for that.

The opening of the demo is amazing, kicking right into the final boss of sonic 3? Classic. And then hitting the first zone, it puts a great start to this game. The first level wasn't amazing, but I enjoyed it none the less, I didn't get a chance to hit the special stage but I'll replay it later and give my thoughts on that. Finally the transition into the first boss was pretty awesome, and he was enjoyable, though he killed me twice (I thought he would be solid after hitting him once ala oldschool sonic).

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OK. Euan, Nitemare, other people. Upon reflection of everything I have posted in this thread, I apologize if you were irked.

At the time, a few comments seemed right, but they could have obviously been delivered better. I stand by what I said mostly in my original posts. I'm not going to be written off as a man hell bent on retribution when that certainly isn't the case.

I just wanted to get that out there, before people attacked me some more.

I have always been a fan/supporter of this project since its inception and I have been waiting for this "forever." I need to take an extended vacation from the internet with all this stupidity about.

So...congratulations your merger and I wish you the best on your next demo. As I said before, XG can only get better (not everything I said back there was negative :P). I just want to keep a healthy relationship with my peers.

EDIT: However, I still think that how Tentril and I were just brushed aside is ludacris. For once, maybe people can stop being such hype magnets.

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It wasn't a joke? Holy crap, they were totally different projects. I don't see how it's going to possibly work.

All I can see is using Retro Sonic's engine with everything from XG, but then... I don't know. I don't really like the idea of it all.

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So are you seriously combining your efforts with Taxman, Euan?

If so, this is the best news I could have hoped for from Sage. With your combined talents and with Taxman's extensive engine and development kit to support the project, development would be far more productive and efficient and the results, phenomenal.

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