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Sonic Nebulous (4.0 Video)


Ironrind

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  • 1 month later...

Thanks Khorney, I was sick for days on end while trying to design that hehe..

screenshot136.png

http://www.youtube.com/watch?v=Wvfvie4x7ZY

New vid showing some stuff that'll be featured in version 3. New characters, more levels, polished sprites, multiplayer(test phase).. Two new bosses(one being the final boss from sonic2 and new abilities for each a number of characters.. (eg. Espio uses the whole Yoshi tounge bit)

It should be posted in september..

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I've been racking my brain as to what gimmicks to add into each stage to spice up the gameplay & the physics still need further tweaking. So I Will be sure to spit shine these areas before I release this version.

Please tell me you can use a sword as Antoine. If not, please tell me you're adding it. Antoine makes me very excited for this game.

Oh yes, of course^^

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I love this game more and more as you release additional updates. I'd be looking forward to it above any other game at sfghq due to its own uniqueness if it weren't for the fact that you're using game maker which can't run on my machine. i-i

(lark needs to find a new machine to play it on)

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I appreciate the comments^^

As of now, I just need to retouch a handfull of character & enemy sprites.. I will drop the link once I've completed that and have worked out the glitches.. btw, My beta testers are few so if anyone is interested in beta testing, feel free to send me a pm/email...

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Actually, i had this idea long time ago, but out of everything i could do. Actually my idea was to have the level rotatinmg arround sonic, that is in the centre. Wouldnt it look better if the rotating goes along the character's angle, instead being delayed?

Rocks a lot. I wish sega could add this to 2D sonic games, it's going to be crazy going at high speeds >_<. I am glad to see my idea in action XD

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Yeah, I haven't figured out a way to connect the hud properly to the rotated screen so I've settled for just making it disappear while in rotation.. The only exception is the energy bar that I use for my robotic characters which overheats if their abilities are "abused". I don't want to ever hide this meter due to it's importance.

Originally I did have the screen angle set to the players angle which kept the rotation tight.. It felt a bit too tight & chaotic. Instead I decided to use different triggers with different rotation speeds depending on the loop & what felt best. I due plan on using the non-delayed rotation on skyskpy which is sort of an equivalent to deathegg.

I will still experiment with these issues ;D

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  • 3 weeks later...

Small update:

I've added a new "Tag-Team Mode" & will also have the "Chaotix mode" working soon enough. Tag-Team basically lets you switch between your main character & the assisting character. The other player becomes controlled by AI. This way, you have more character-specific abilities available to you while using two characters instead of just one.

http://www.youtube.com/watch?v=fROLcAioVKk

Also I've completed my final boss.. Still I'm skipping around a bit, but the next release will be the alpha version, playable from start to finish.

mechaboss.png

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  • 1 month later...
It's like Thirdscape for the new kids.

I fuggin' LOVE it.

Lolll.. I still have to play it & will do when I get a chance

knuxEspSky.png

This new new zone "Balloon Chase" is sort of a hybrid between Sonic 3's Balloon Park & Sky Chase. It's still not as polished as I'd like it to be. Perhapse I'll replace the springs with canons & continue to spice it up.. This is the design so far..

http://www.youtube.com/watch?v=iA4ga_mnbYU

This vid is a bit grainy, but it displays the special stage with much better visuals than before

http://www.youtube.com/watch?v=PcrPjOebMVA

New turtle boss thing..

turtleBoss.png

Lastly, Cream sicking "chao" on grasshopper

chaoAtk.png

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Lastly, Cream sicking "chao" on grasshopper

[qimg]http://i274.photobucket.com/albums/jj275/Ironrind/chaoAtk.png[/qimg]

Spooky shit is spooky ._.

I think that, when this game is done, and (hopefully) my new not-super-dark monitor arrives, I will play it with all the lights off at midnight. I mean, screw Silent Hill, this game is on a higher 'you-shit-bricks' level...

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Spooky shit is spooky ._.

I think that, when this game is done, and (hopefully) my new not-super-dark monitor arrives, I will play it with all the lights off at midnight. I mean, screw Silent Hill, this game is on a higher 'you-shit-bricks' level...

xD I'm still setting the tone..As yet, the element of fear has only been hinted on.

Well there as alot of interesting story behind it. I'm not expecting it but I would like it.

Yeah, I'll be adding more to the story element & have it develope as you progress throughout the game. With this I can better explain the characters & their backstory. The reasoning as to why Cream is holding a dead chao, Amy being more rebelious, the use of Mecha Sonic rather than Metal Sonic ect.. All this will be explained.

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xD I'm still setting the tone..As yet, the element of fear has only been hinted on.

Yeah, I'll be adding more to the story element & have it develope as you progress throughout the game. With this I can better explain the characters & their backstory. The reasoning as to why Cream is holding a dead chao, Amy being more rebelious, the use of Mecha Sonic rather than Metal Sonic ect.. All this will be explained.

Sweeeeet

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  • 1 month later...

It looks like these will be the final stages of Nebulous. These are geared towards the final stages of S&K. Abandoned Skyspy is the final zone while Doomsday will just be a series of boss battles on the ground & in the sky.

Version 4.0 should be the final version as I'll be focusing on finishing the character roster, cleaning up bad code & trying to tackle the multiplayer modes.

skyspy.png

Abandoned Skyspy

http://www.youtube.com/watch?v=pmIDXjpjKCA

Doomsday Project

http://www.youtube.com/watch?v=YIqfufqtu24

A dead chao...? YOU MONSTER! ;_;

No worries..haha Yes, it's a dark game but there's always the happy ending.

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