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Super Sonic Knockout: DEMO 5


Vexus

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Just wanted to update this topic for all its worth.

First off, I've managed to add 3 brand-new stages (Starlight Zone, Sky Canyon, and one more), I've re-added Rouge and Amy into the game, and I've completely remade the Tutorial to be more like a step-by-step guide to ALL of the gameplay features (as some were missing from the last). The first playthrough of the game will take you to the Tutorial before the Story begins (though you can skip the Tutorial at any time).

I've also added invisible walls at the edges of arenas that bounce fighters upward lowering the rate of corner combos. Some controls have been tweaked too, wall-jumping especially is less fiddly to pull off.

One last thing:

I am officially announcing that I will not be working on the SSK project UNTIL MAY 7th. Everything else concerning my use of the internet will also be put on hold, for the most part.

A place in university is on the line. Can't really afford to lose it (that, and I think its time to take a small break from gaming in general).

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Very cool. The presentation of this game looks beyond great with the menus, transitions, cuts scenes and the gameplay itself. The key config made this game very hard to play for me, although. I never could get used to the up being jump, especially when having to do a wall hop. I think it wouldn't be so tricky with a gamepad perhaps. The combat also seemed a bit slow when recovering from a jab. This made me stick to just using dash attacks for the majority of the time.

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  • 2 weeks later...

I've been looking over what you said Ironrind. I've already made performing wall-jumps easier. Up is still Jump in the default controls, but characters who latch on the wall slide down it at half the speed and there is more forward momentum when actually wall-jumping, so its less fiddly.

The idea of decreasing recovery time from attacks is interesting though. I'll have to experiment with that after my art course is done.

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  • 1 month later...

I was originally planning this to be a blog update first, but my website server is currently down.

I have some mockups I want to show you guys. This is a sequence of events that will be possible in the game's new Emblem Gallery, which will combine the gallery and shop elements together. I can't think of a ways to improve the layout so I would like to know from you guys if there is anything I can improve.

ssk2009emblemgallery2.th.png ssk2009emblemgallery3.th.png ssk2009emblemgallery4.th.png

Also, I've been a bit too busy to fiddle around with the attack speed values right now, so they haven't changed yet.

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  • 1 month later...

A new gameplay video has been released! Features new stages/areas and various new VS configurations.

In other news, a couple of characters are now almost ready for battle, and the Emblem Gallery has been completed (check the blog site for screenshots). Expect another video soon once more major updates have been completed.

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  • 4 weeks later...

I managed to complete the Hidden Palace stage, which now includes switch-activated hazards (something that I'm sure will become more common in the future)

To celebrate, I've added some screenshots of the palace to the SSK Arenas Page, and there will be more uploaded very soon. Also, I've nearly finished the slot gimmick for the improved Casino Paradise arena, so I added a screen that too:

battle14q.jpg

In other news, I just finished fixing a slew of small AI bugs and fixed a couple of other problems that hampered me for quite a while, so now I can get on with finishing what should have been done ages ago (the missing characters).

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Currently, Players 3 and 4 in Multiplayer are computer controlled only. Eventually I will be adding proper support for controllers, allowing for proper 4 player gameplay.

As for Story Mode, the idea of a second player to be able to play the levels has been thought of. However, I am thinking of leaving Story Mode a full single player experience... Mission Mode on the other hand might include optional co-op in the future (honestly, I think it would be interesting to have some Lego Star Wars like action).

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A demo is unlikely, given that the time I have and the content I really want to have in place. I'm also on holiday during SAGE, but I'm confident I can at least get daily updates on the dev blog like I did last year.

Currently, I've been re-reading reviews for the previous demos, to see if there were any complaints still prevalent in the current build. I'm tweaking the AI still, I'm going to add a small delay between AI fighters getting in range and actually attacking players.

By the way, I also noticed that people complained about the attacks not "connecting" as soon as they press an attack button. Every attack in the game has a small 'launch time' before getting hit. Do you think I should decrease this delay, remove it all together, or keep it as it is?

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Currently, Players 3 and 4 in Multiplayer are computer controlled only. Eventually I will be adding proper support for controllers, allowing for proper 4 player gameplay.

That's Ok for now, I'm sure I wont find anyone to play with me anyway, but as long as there are 4 characters on screen, that's all I need, and thanks for answering a question I was going to ask you, cause I prefer to use my controller. :scool:

As for Story Mode, the idea of a second player to be able to play the levels has been thought of. However, I am thinking of leaving Story Mode a full single player experience... Mission Mode on the other hand might include optional co-op in the future (honestly, I think it would be interesting to have some Lego Star Wars like action).

Yeah, co-op is always good, Lega star wars, streets of rage, any time. If you don't however add it in the story, then I can do with mission mode. If not that, then oh well, like I said, I doubt it if I could find anyone to play it wit me.

A demo is unlikely, given that the time I have and the content I really want to have in place. I'm also on holiday during SAGE, but I'm confident I can at least get daily updates on the dev blog like I did last year.

no demo eh? too bad, but I may keep up with those updates.

Currently, I've been re-reading reviews for the previous demos, to see if there were any complaints still prevalent in the current build. I'm tweaking the AI still, I'm going to add a small delay between AI fighters getting in range and actually attacking players.

I haven't actually played it in a while on account that I've been really busy with a whole new game, but from what I remember, the AI level was average. Not too hard, but not too easy either.

By the way, I also noticed that people complained about the attacks not "connecting" as soon as they press an attack button. Every attack in the game has a small 'launch time' before getting hit. Do you think I should decrease this delay, remove it all together, or keep it as it is?

This is something you have to deal with in fighting games sometimes, even sonic the fighters and some delays, and Knuckles, Gamma, and Chaos in sonic battle delayed longer than most fighters. I say, if the attack doesn't connect that fast, add more power to the damage it deals. In fact, wasn't that suppose to be the idea behind knuckles in this game?

X)

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More then enough, Super sonic will exist only in the final showdown from the finalist stage with another evil character, the power will not go max until sonic has find another box of ring powers added.

Shadow will go super to.. As I hope you have been qouting Djgame, There chaos powers cannot be used longer, it could use enough power to knock down opponents off the stages.

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  • 3 weeks later...
  • 2 weeks later...

Hi there guys! I'm currently on holiday and I managed to get an Internet connection, so I thought I would make a post on current progress.

For some reason, my booth wasn't accepted for the SAGE event (the same thing happened last year too... thats really annoying). Not only that but my website server is currently down, so I can't actually do any updates or continue to let people download the previous demos. I don't know when it will come back up either.

There are a couple of things that I don't need the site for, so depending on what happens, I'll show those off as soon as I can.

Meanwhile I'm going to look around the rest of the booths at SAGE. See you guys around.

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Thanks for the screenshot praise.

You may have noticed, but there were no updates yesterday or on Wednesday. That is because I'm having trouble with the Internet connections over here. I'm trying one more time to get Wednesday's update sorted, but if I don't do it today I'll have to wait till my holiday is over and sort it out then.

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The update that was supposed to be SAGE's Wednesday update has been uploaded. It's a new gameplay video! (I'm still having trouble getting these to look really good on YouTube, so I might have it available for download somewhere down the line)

Click to watch

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