Sonic Time Twisted (New Screenshots! 28-04-2015)
Posted 18 January 2013 - 03:54 PM
But yeah, if and when this game gets put together, it'll be all kinds of awesome!
Posted 26 February 2014 - 05:04 AM
but, disregarding obvious bugs and wacky difficulty curve from levels being played out of order or whatever:
- the introductory boss. The characters are running downhill, but if you spin, you slow down and are dragged towards the top left. Physics would have the characters dragged towards the bottom right. It's also a really awkward boss for characters like Knuckles, and you lose lives even though there's no HUD to indicate this
- I'm not a big fan of a lot of your graphics. Backgrounds blending in with foregrounds, washed out palettes, big discrepancies between the styles of character sprites and backgrounds. You've got some big spinning orbs in one level, which is neat, but dude, if you're going to resize, RotSprite that bitch. It's these weird sections where in once scene, you're limiting your palette to three or four colours, while in others, you have twice, maybe three times as many.
- The filters don't... filter. The idea of the composite filter in Kega Fusion is to mask the dithering and create the in-betweeny frames, which are used by Mega Drive artists for things like transparency. I promote it because original Sonic art was drawn with this stuff in mind - here the dithering is still visible when the filter is applied, but things are still blurry and most of the art doesn't really benefit. It's arguably a feature you don't need on a 16-million colour display - you just design your art differently. It really misses the mark when you rotate the dithered clouds in the introductory boss - that sort-of nullifies any reason to use the filter at all.
- Not a big fan of the music but audio's a valuable commodity so I'll keep that comment brief
Otherwise a genuine improvement over the last attempt, but, you know, lots of people involved now - I'm surprised some of this wasn't spotted
Posted 26 February 2014 - 07:12 AM
Posted 26 February 2014 - 01:14 PM
Do remember that this is basically an alpha, though, so a lot of the things you mentioned, especially technically speaking, is just stuff we're already aware of and working towards fixing.
The dev team worked very hard and quickly to put out this demo for SAGE and as such there's a lot things that were missed or skipped over because of time pressure, especially because real life got in the way at the last moments in some particularly nasty ways.
As one example, I can confirm that you used to not be able to lose lives on the intro boss; someone must have broke it in a later build. (That's the downside of having a larger team. Oops!)
We have a issue list containing that bug and much more that the dev team is working through, and we hope to deliver an updated version of the demo with as many fixes as we can soon.
The input lag issue mentioned above by W.A.C. (and others in other places) is particularly concerning and we're gonna do what we can to get that fixed up.
Not meaning to bitch, though - we appreciate your feedback!
Posted 27 February 2014 - 08:48 AM
And for some reason when I fight Metal Sonic the rings don't appear anymore. I don't know if this happens with anybody else.
I also am not able to use my down arrow key when playing the game which means I can't duck, roll or do spin dash. Luckily I have my game pad to get around that but this may be an issue for those who don't use game pads.
Other than that I've enjoyed playing this fan game the most. You did a very good job with the level design. There are so many alternate paths to explore.
Posted 28 February 2014 - 07:42 AM
Posted 28 February 2014 - 12:19 PM
Joevan is starting to question whether it's the joystick code at all causing it, since deactivating the joystick didn't fix the issue.
I'm sorry you are having issues with the game. But you must understand I had to switch engines last June and the engine wasn't even finished. Since then we've built 6 levels plus all the gimmicks, badniks, character moves, bosses and almost everything else. I say this because I want everyone to understand we've come far in roughly 8 months and my pace is not going to slow down. You will see the full version of this game and it will be relatively bug free.