OverbounD Posted July 20, 2006 Report Share Posted July 20, 2006 Alrighty, After one long night I've managed to get another level done for Sonic Time Twisted just one zone (or act). But I happen to think its alright. The level is called Perplex Puzzle think Labyrinth. Anyway the time travel features I think are well implanted there are many time specific hazards and gimmicks as well as a few path changes; if you destroy the Robotizisor or as I've heard it called "Eggman's machine" and travel back to the future there are no enemies too. Watch the spikes when you are Invincible I just figured that out sorry I'm too lazy to fix it right now... Features: -Time Travel similar to Sonic CD except only 2 time periods to keep the load on me down -360 movement using Damizean's Game Maker engine. -Basic Sonic system shields, rings, badniks, lives, etc. -Hidden in each zone's past a Robotizisor -Six Rounds with 3 zones a piece -Seven boss battles I could use some comments or something guys. Aside the usual help (engine, logo, etc.) I've been making almost all of the graphics myself as well as the levels and all the programing. So if you find something wrong I would love to hear about it and a suggestion or two on how to fix things. Any kind of help is appreciated. My contacts: [email protected] which is email and msn or aim is OverXbound Last I won't be working on this game for a few weeks. A demo release seems like a good time for a break plus midterms and stuff. But I'll be checking around here as I always do. Demo Download Page I used that tile FPS thing spike found and it sped things up even more. 1 Link to comment Share on other sites More sharing options...
Rael0505 Posted July 20, 2006 Report Share Posted July 20, 2006 Looking good, keep it up. Link to comment Share on other sites More sharing options...
Zonar Games Posted July 20, 2006 Report Share Posted July 20, 2006 Wow I like the screens. Keep up the good work! How did you create your level graphics? Link to comment Share on other sites More sharing options...
OverbounD Posted July 20, 2006 Author Report Share Posted July 20, 2006 I just had the regular checker pattern from grill hill zone but had it outlined with a lighter color of brown I think and put it through a few filters just messing around in Fireworks MX 2004 and found something that looked cool. Then recently I decided to add corner pieces which I did in Photoshop just with a light black paint brush. The rest of it is just recolored Genesis graphics for the most part. Rael - no criticisms? you usually have some good things to say that help me make the graphics look better then again I guess they aren't that much different from before... Link to comment Share on other sites More sharing options...
Rael0505 Posted July 20, 2006 Report Share Posted July 20, 2006 Not much to say other than this: Add grass to that. If you're having trouble, I could do it for you. Just give me the tiles. Also, with the time changes, do new paths open or new items become availabe? Maybe even new boss battles? It would be useless if it were just a background change. Link to comment Share on other sites More sharing options...
OverbounD Posted July 20, 2006 Author Report Share Posted July 20, 2006 there will be timestones hidden in the past or something I don't have it all worked out yet but it won't we worthless Link to comment Share on other sites More sharing options...
Blyde Posted July 20, 2006 Report Share Posted July 20, 2006 I like how it's looking! Good to see another traditional styled Sonic game. Also, the tiles you're using are nice - makes for a neat optical illusion. Link to comment Share on other sites More sharing options...
xhedgehogx Posted July 20, 2006 Report Share Posted July 20, 2006 Very nice so far Link to comment Share on other sites More sharing options...
Mygames191386395820 Posted July 20, 2006 Report Share Posted July 20, 2006 I have played the first demo and injoyed every single moment of it. it makes me think "Sonic CD 2". Link to comment Share on other sites More sharing options...
Rael0505 Posted July 20, 2006 Report Share Posted July 20, 2006 Also, the background is a bit ugly. The colors chosen for the sky are really bad. And brown doesn't work for the ground part. It looks like dead grass or something, bleh. Link to comment Share on other sites More sharing options...
Andrew Posted July 21, 2006 Report Share Posted July 21, 2006 I actually don't mind the background as much as I mind the foreground. Perhaps he's going for a murky kind of setting Rael? Have you considered that? Not everyone's games are in Green Hill-esque settings. Link to comment Share on other sites More sharing options...
OverbounD Posted July 21, 2006 Author Report Share Posted July 21, 2006 Yeah thats what I was thinking kinda like dead grass lands with a little stream the JPG kinda makes it look crappy it'll probably look better in game if it doesn't then I'll change it. Link to comment Share on other sites More sharing options...
Rael0505 Posted July 21, 2006 Report Share Posted July 21, 2006 Eh, like Andrew said, it depends on what you're going for. With such a happy first act, I figured the second act would still carry the same mood. I still say there's something wrong with the colors chosen for the sky, though. 1 Link to comment Share on other sites More sharing options...
OverbounD Posted July 21, 2006 Author Report Share Posted July 21, 2006 That is the first act background now too for the past at least the grass is a little different colored too to match. The Sky is suposed to be at sunset still think it looks bad for being at sunset or maybe a little before? I could go for a more orange look for it I suppose... Link to comment Share on other sites More sharing options...
Rael0505 Posted July 21, 2006 Report Share Posted July 21, 2006 Yeah, that doesn't look like a sunset. Maybe you should just get a different sky altogether. Sunset Hill or whatever its name was from Sonic Advance 3? Link to comment Share on other sites More sharing options...
Gradient Posted July 21, 2006 Report Share Posted July 21, 2006 It can get a little irritating when you run into enemies, especially given how fast the game is and how small and inconspicuous some of the robots are. Also, the rings really need to twinkle when you collect them - it's just one of those small things that bugs me in all fan games. Also, the time travel system is excellent, but the transition looks kind of cheap - could you work in some visual effects instead? It'd look so much more impressive. Maybe slow the game down to a crawl and have the transition take place among big, bright flashing colours, or something. Anything. This is shaping up really, really well, though. Keep going. Link to comment Share on other sites More sharing options...
OverbounD Posted July 21, 2006 Author Report Share Posted July 21, 2006 I'll find a different background then I think... Also while the time travel isn't going to change for the next demo the transition that takes place is temporary until I figure out what I want it to look like. The new version of the game runs a little slower (to make it a little closer to Sonic CD hopefully) we'll see if that fixes the badnik problem. And the rings they should twinkle after you get them I think it just disappears really fast I'll slow it down. Link to comment Share on other sites More sharing options...
OverbounD Posted September 30, 2007 Author Report Share Posted September 30, 2007 Bumped for Demo. Why can't I edit the title? Any mod wanna help just let everyone know there is a demo... Also check out the first post for details. Link to comment Share on other sites More sharing options...
Kain Posted September 30, 2007 Report Share Posted September 30, 2007 Why can't I edit the title? In the GFD forum menu, double click on the area around the title of your topic and you can chance it. Edit: The first levels the same as before. Pretty good design, somewhat plain, but a fine first zone. But I really like the new level. Great level design and I love the snails whose slime slows you down and I love the gimmicks. Very well-done. The lack of checkpoints is very annoying whenever you get hit by an unexpected kill (like the first crushing spike and the lava fall). Other than that, it seems like there are a couple of places where, to get to, you have to hit it perfect and exploit strange engine mechanics (that make sense to me, but I'd imagine not to most people) to get to. That just seems a strange to me. All-in-all, great demo. Edit 2: I just realized, it's going quite slow for me, too. Are you deactivating all the instances outside of view? Link to comment Share on other sites More sharing options...
Amesuki Posted September 30, 2007 Report Share Posted September 30, 2007 Played, City Edge, however for some reason it lags like to 15FPS, so for sure, my laptop is crummy. (Even worse on Window mode). However I played the first level, and I say it looks pretty good. It needs more gimmicks, but I can't really talk XD. The graphics gives it a 32Bit feel, which is nice, and the music was awesome. Some glitch, that, when stand still on a curve you go down, well sometimes it goes up. So Im always walking up. I love Past's Background, and also the badniks looks nice too. I'll play on more when my laptop isnt lagful. Then I'll post up a proper full report On a nice leaving note, it was fun to play, and I am looking forward to this. Also it's in Game Maker l) =-Amesuki-= Link to comment Share on other sites More sharing options...
OverbounD Posted September 30, 2007 Author Report Share Posted September 30, 2007 Sigh.. Yeah I deactivated the instance out of the room. What kind of specs do you guys have on your PCs? It requires a bit much but still 15 FPS? It runs a solid 60 FPS for me. Few other thing I took out the lives it kind seems pointless to have one when you are planing a save game feature. The save posts I go back and forth on but I think they are going to win out. What do you guys think of that? Also Kain I know you are quite skilled at GM if you have any other ideas for speeding things up I'd love to hear them. That goes for the rest of you too. Link to comment Share on other sites More sharing options...
Amesuki Posted October 1, 2007 Report Share Posted October 1, 2007 Mmm, it might be my laptop. Wait, I do have a code, that well in 3D, but it could be ported to 2D I guess (take away the z plain) that deactivates objects after a certain distance around Sonic, that speeds the game up by huge amounts. But to be honest, I'm sure its my crummy 512mb laptop : (. (PM me, and I'll give you the code: (your on GM right?) Link to comment Share on other sites More sharing options...
OverbounD Posted October 1, 2007 Author Report Share Posted October 1, 2007 I am on GM but I already deactivate the instances outside the view. Link to comment Share on other sites More sharing options...
VectorSatyr Posted October 1, 2007 Report Share Posted October 1, 2007 Reduce the number of instances drawing sprites. Isolate repetitive tiles in your level and turn them into large sprites instead of using multiple sprites that do the same. OR simply use tiles instead of sprites for the level. Unless you're already doing that, of course... Anyways, the game doesn't slow down on my computer. I'm only complaint is the rather stiff aerial physics. It becomes a chore to jump over things. Link to comment Share on other sites More sharing options...
OverbounD Posted October 1, 2007 Author Report Share Posted October 1, 2007 AeroGP thanks but I did that too. I think I will probably just have to go back over code and rewrite some of it to make it more efficient. Anyway I've started that already and uploaded a slight update to the demo which might speed it up slightly for some of you. Its the same link. I don't think this will be the last update like this we'll get the damn thing to run on a p2 before I'm done with it lol. Link to comment Share on other sites More sharing options...
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