Ironrind Posted June 3, 2009 Author Report Share Posted June 3, 2009 Okay, I will adjust the camera especially on the fast zoom. The desired effect works better visually with the tiles in place, but if it still creates a problem, I will try something else. Link to comment Share on other sites More sharing options...
HaZe Posted June 3, 2009 Report Share Posted June 3, 2009 I hope there's a good storyline for this game, not just something like a Sonic recolor getting sucked into a crystal ball. Also, don't make the game too frustrating... it looks kinda annoying to try to look around in that globe. Link to comment Share on other sites More sharing options...
Cyber Rat Posted June 3, 2009 Report Share Posted June 3, 2009 Tried the engine test. It plays neat (I don't mind the zooming camera personally), but I'm afraid that people might spam the Air Boost. You can cover a lot of ground with proper timing, so you'd have to make the level such as to encourage 'thoughtful use' without filling the game with annoying death traps. I hope you have something in mind, since adding this kind of move in Sonic levels might be a problem (think along the lines of how you could basically fly over some stages as Tails in the old Genesis games, or better yet, glide over a lot of ground as Knuckles). It's not that drastic, but keep it in mind. Only other thing I can say based on the engine test is that you could use those fancy rainbows as 'Special Stage Gates' maybe? Only an idea. I'd like to see a full-blown level when you get to it, since I think I'd be much more helpful then. Link to comment Share on other sites More sharing options...
Godmaster Posted June 4, 2009 Report Share Posted June 4, 2009 These graphic effects (motion blurring in 3d!) are amazing, you made a good use of 3d there. But as cyborg said too-linear levels you can beat easily with air boost (which I think it's too strong). However, the gimmicks are pretty nifty, specially the elevator and spikeballs. Link to comment Share on other sites More sharing options...
Ironrind Posted June 4, 2009 Author Report Share Posted June 4, 2009 I just went ahead and disabled the dash. Maybe I'll save it for a shield or something later down the line, but I think you gave me an idea for the rainbows, Cyber rat. They could act as hints to a special stage being near by. The special stage could be concealed by a rock pushed over an opening to a small tunnel, ect. I will think about that some more. Some more gimmicks have been added: I will eventually add the running sprites for the corkscrews. Link to comment Share on other sites More sharing options...
Cyber Rat Posted June 4, 2009 Report Share Posted June 4, 2009 But as cyborg said too-linear levels you can beat easily with air boost (which I think it's too strong). I'm not cyborg. XD They could act as hints to a special stage being near by. The special stage could be concealed by a rock pushed over an opening to a small tunnel, ect. It would be nice if the rainbow was invisible unless you pass near it, then you could make the player stop and look around for a 'pot of gold' he could jump in or something. Link to comment Share on other sites More sharing options...
Ironrind Posted July 19, 2009 Author Report Share Posted July 19, 2009 A few small updates.. I want this game to be very interactive as to where you can manipulate objects to get unpredictable results. The more creative you are, the more you will find shortcuts. If you prefer to just run through the level carefree, then you may end up taking a much longer and difficult route. Pushable objects can be pushed over edges to smash enemies, crush spikes, break open new pathways and when used in combination with springs, they become projectiles. When walking into an enemy, they will fall over and then get back up. They can be knocked into springs like the rock above. In addition to red and yellow springs, I've added a blue spring which is the strongest spring. It acts similar to cannons in Supermario 64 to send the player to inaccessible areas. (This will make more sense in a youtube video) Enemies can be attacked while in mid flight if timed right. In this pic, I hit the spring just after the ladybug did. This area can only be gotten to by use of the blue spring. Link to comment Share on other sites More sharing options...
Cyber Rat Posted July 19, 2009 Report Share Posted July 19, 2009 I want this game to be very interactive as to where you can manipulate objects to get unpredictable results. The more creative you are, the more you will find shortcuts. If you prefer to just run through the level carefree, then you may end up taking a much longer and difficult route. If you manage to pull this off properly, I will love you endlessly. Link to comment Share on other sites More sharing options...
flame6753 Posted July 20, 2009 Report Share Posted July 20, 2009 that sounds amazing. Oh, and I love long and difficult routes But I am curious to see how this will play out. Link to comment Share on other sites More sharing options...
Realm0D Posted July 20, 2009 Report Share Posted July 20, 2009 Dude, When it comes to games. You're the awesome'ist Gamemaker Programmer I HAVE EVER SEEN. You're ideas are so new and if its an old one you find a way to REVAMP it. Good job mah man!! Link to comment Share on other sites More sharing options...
Ironrind Posted July 21, 2009 Author Report Share Posted July 21, 2009 Thanks, Realm0D The screenshots may hint at the ideas in mind, but they are not so good when it comes to demontrating the ideas. Here is a youtube video which will show the multiple possibilities of your average rock. Note: The tiles are nowhere near complete. Link to comment Share on other sites More sharing options...
flame6753 Posted July 21, 2009 Report Share Posted July 21, 2009 Note: The tiles are nowhere near complete. purely amazing. How do you get so creative with these? So many simple things all ADD up to a jaw dropping presentation, which you always seem to nail man. Link to comment Share on other sites More sharing options...
Michael B. Posted July 21, 2009 Report Share Posted July 21, 2009 That's some nice work you have there Iron. The level art there looks awfully bland, though I thought the rock thing was pretty cool. Anyway keep it up, this looks like quite an interesting project. Link to comment Share on other sites More sharing options...
flame6753 Posted July 21, 2009 Report Share Posted July 21, 2009 That's some nice work you have there Iron. The level art there looks awfully bland, though I thought the rock thing was pretty cool. Anyway keep it up, this looks like quite an interesting project. Don't worry, he said that the tileset isn't complete. That most likely won't be what the final product will be like. Link to comment Share on other sites More sharing options...
Ironrind Posted July 21, 2009 Author Report Share Posted July 21, 2009 @flame I want to broaden the gameplay with the most simple objects. If I can give all of the objects, gimmicks and enemies a new spin, it should liven up CB's gameplay. This time around, I want to add more to the environment while Sonic just stays the same. @michael B Yeah, the tiles are just enough to demonstrate the gameplay. I haven't given them much thought yet, aside from swapping the grass and adjusting the tile colors to better match the background. Link to comment Share on other sites More sharing options...
Rawr Posted July 22, 2009 Report Share Posted July 22, 2009 Thanks, Realm0D The screenshots may hint at the ideas in mind, but they are not so good when it comes to demontrating the ideas. Here is a youtube video which will show the multiple possibilities of your average rock. Note: The tiles are nowhere near complete. That was really awesome. I can foresee though certain ideas/tricks though being a little hard to figure out. In the game you will have a tutorial that will teach players how to use the objects right? Other than that, I think this is looking amazing. I really like this whole puzzle-oriented type thing you've got going on with this. Link to comment Share on other sites More sharing options...
Ironrind Posted July 22, 2009 Author Report Share Posted July 22, 2009 Hmm.. it's very hard for me to explain this.. These are just techniques/strategies. Therefore, you will be able to create your own way to make a path. You may find three different ways of doing the same thing that I hadn't planned on. Multiple possibilities. So instead of a tutorial, I'd rather leave it to player to learn how things work. If a certain goal is too complex, I will definitely make it optional. Link to comment Share on other sites More sharing options...
Rawr Posted July 22, 2009 Report Share Posted July 22, 2009 Oh, okay, so there won't be any mandatory puzzles then I take it. Cool stuff! I get what you mean in any case. Can't wait to play it =) Link to comment Share on other sites More sharing options...
Ironrind Posted July 22, 2009 Author Report Share Posted July 22, 2009 Yes, nothing too extreme anyway Link to comment Share on other sites More sharing options...
Cyber Rat Posted July 22, 2009 Report Share Posted July 22, 2009 Just don't make it so that players just skip most puzzles. Or, if you're gonna do it somewhat like in Braid (as far as the ability to skip puzzles goes), then add meaningful rewards (story reward or gameplay enhancement) to motivate the player to solve as many of them as possible. Link to comment Share on other sites More sharing options...
Ironrind Posted July 23, 2009 Author Report Share Posted July 23, 2009 That "Braid" game looks amazing. I'll have to watch some videos of it to get a good idea of how the gameplay works. From what I can tell, I'd like to do something like that, just at a much faster pace. Overly complex paths will lead to things like extra lives, shields ect. There will also be your typical Sonic styled puzzles with an increasing difficulty curve as the stages progress. Those will be manditory. Link to comment Share on other sites More sharing options...
Ironrind Posted August 12, 2009 Author Report Share Posted August 12, 2009 I started truely working on the tiles today: Link to comment Share on other sites More sharing options...
Ironrind Posted August 16, 2009 Author Report Share Posted August 16, 2009 (Nevermind the tiles above, I'm keeping the pattern the same.) Sorry for the multiple posts.. But here is short video of CB's first act with about 50% of the act complete. There are two multiple paths at the moment, but there will probably be three that weave together throuhgout the level. http://www.moddb.com/games/sonic-cb Link to comment Share on other sites More sharing options...
cap64 Posted August 16, 2009 Report Share Posted August 16, 2009 Seriously, thats incredible looking. The various effects looking amazing put together. How the badniks track you, and then get blown off the screen looks brilliant. This looks to be one seriously promising game. Link to comment Share on other sites More sharing options...
flame6753 Posted August 16, 2009 Report Share Posted August 16, 2009 Yes, I love the creativeness. I like how, you'd never get bored, and it is nowhere near a hold right sonic game. Link to comment Share on other sites More sharing options...
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