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Sonic Mega Drive. Update: Demo download available As classic as you can get

#31 User is offline Chaud 

Posted 01 June 2014 - 09:06 PM

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You know what? I really enjoyed it. Disregarding the suggestions that have been made already (a little closer camera, better background), I have nothing to add. The game is beautiful and vibrant, the level design looks extremely fluid and fun. Consider me interested, I'm curious to see how will be the next levels. :)

#32 User is offline Bluecore 

Posted 15 June 2014 - 12:35 AM

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Evening Felik, I took a look at your tech demo, and despite it having a somewhat generic appearance. I think it is looking very promising. By reference with your video released on the Forum discussion, I can definitely see that you put lots of work fine tuning the game physics. Regrettably I cannot say for certain, because your eyes could deceive you. However that is beside the point. Aside from the actual physics, the way in which the graphics are incorporated to work with your engine is very visually pleasing. The music for the test area is also easy on the ears. However, unless you are one of the top Fan Creators out and about, you will notice a really difficult time to find people that will leave everything they are doing behind to help you build your dream. If you have yet to not meet someone who will actually join you still, my best advice would be just to continue on your own. You could, as well just drop the project all together. Although I would be most dismal if you did, because I would like to have this done. Perhaps after getting more things finished, people would want to accompany you. Though, if you choose to scrap the project, I hope you would not mind to release a closed beta within to a few individuals who want to test the game. I would absolutely love to try out your game, if that's alright with you of course. Just in case you do decide to continue making this game; however, I wish you good luck.

#33 User is offline Oerg866 

Posted 15 June 2014 - 02:38 PM

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View PostBluecore, on 15 June 2014 - 12:35 AM, said:

However, unless you are one of the top Fan Creators out and about, you will notice a really difficult time to find people that will leave everything they are doing behind to help you build your dream.



Oh yeah, I totally suppose being a massive idiot doesn't have a thing to do with it...

#34 User is offline Falk 

Posted 15 June 2014 - 02:41 PM

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I think what bluecore is getting at is that you need to be jesus to have 12 disciples who will help you fish men

#35 User is offline Felik 

Posted 15 June 2014 - 03:19 PM

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I'm just trying to make a really good classic fangame. So good that it'd be on par with classic trilogy (+CD). I think there must be a plenty of people who'd want to play one more outstanding classic Sonic game. So I don't want people to leave everything they are doing behind to help you build your dream. I seek people with a dream like mine.

I mean it's not like I want to make a game about Cream the rabbit who's fighting against Mephiles teamed up with black Doom... IN 3D.


Also I really don't want to reveal too much but here's a small sneak peak for you guys :)

Posted Image

#36 User is offline Felik 

Posted 03 August 2014 - 02:02 AM

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:)
Sage page and demo download
This post has been edited by Felik: 03 August 2014 - 04:11 PM

#37 User is offline KingofHarts 

Posted 03 August 2014 - 04:05 AM

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WOW... I was a tad on the cautiously optimistic side when this topic first came about. Honestly speaking I havent had this much fun with a fan release in quite some time. It's only 2 acts and I've found myself playing it multiple times. Well done Felik... please continue this.

#38 User is offline Tiller 

Posted 03 August 2014 - 08:10 AM

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View PostFelik, on 15 June 2014 - 03:19 PM, said:

I'm just trying to make a really good classic fangame. So good that it'd be on par with classic trilogy (+CD). I think there must be a plenty of people who'd want to play one more outstanding classic Sonic game. So I don't want people to leave everything they are doing behind to help you build your dream. I seek people with a dream like mine.

I mean it's not like I want to make a game about Cream the rabbit who's fighting against Mephiles teamed up with black Doom... IN 3D.


Also I really don't want to reveal too much but here's a small sneak peak for you guys :)/>/>

Posted Image


Ooooh I'm interested in how to tackle the forest trope. So I can steal the good ideas and add them to my own. :argh:

EDIT: Somehow miss the demo page herf derf will be back when I'm through with it.
This post has been edited by Tiller: 03 August 2014 - 08:15 AM

#39 User is offline Faseeh 

Posted 03 August 2014 - 08:54 AM

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Hope you guys enjoy the game too! The music team couldn't meet quite some deadlines and songs had to be moved here and there. Live and Learn I guess~

Hope you have great fun and enjoy the music when the game's complete. Things may end up being really interesting.

#40 User is offline Tiller 

Posted 04 August 2014 - 01:31 PM

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The game is night and day with the beachy level moving to the forest. I was surprised by the amount of gimmicks that were completely different in act 2. My favorites being the moving bridges that fling you and tree spirals. You like to throw the player around with the physics a lot, but it doesn't seem to serve the level design beyond "THIS IS THE PART WHERE YOU GO FAST." It feels good, but at the same time I feel it's detached from other parts of the level design. More so in Act 2 than act 1 though.

In general I think the zoomed out camera is a vast improvement to the classic formula and helps you get a bearing on things. The physics feel nice, but I think air control needs to be a tad more responsive from a stand still. It seems like horizontal acceleration is sluggish in air when moving at slower speeds. It feels like Sonic is heavier in the air than he should be. Also not sure how the spindash seems to work since you unlock the move or it just randomly starts working if you ignore the red ring at the start. Also that intro and title screen needs some animation love.
This post has been edited by Tiller: 04 August 2014 - 01:34 PM

#41 User is offline Felik 

Posted 04 August 2014 - 02:08 PM

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View PostTiller, on 04 August 2014 - 01:31 PM, said:

The game is night and day with the beachy level moving to the forest. I was surprised by the amount of gimmicks that were completely different in act 2. My favorites being the moving bridges that fling you and tree spirals. You like to throw the player around with the physics a lot, but it doesn't seem to serve the level design beyond "THIS IS THE PART WHERE YOU GO FAST." It feels good, but at the same time I feel it's detached from other parts of the level design. More so in Act 2 than act 1 though.

In general I think the zoomed out camera is a vast improvement to the classic formula and helps you get a bearing on things. The physics feel nice, but I think air control needs to be a tad more responsive from a stand still. It seems like horizontal acceleration is sluggish in air when moving at slower speeds. It feels like Sonic is heavier in the air than he should be. Also not sure how the spindash seems to work since you unlock the move or it just randomly starts working if you ignore the red ring at the start. Also that intro and title screen needs some animation love.

I agree that there's a lot of "spectacle" areas but unlike, say, Unleashed, you can can choose to either go through them normally and feel fast or skip parts of the level by well-timed jumps since you can jump off spirals and tree trunks any time to shortcut.

#42 User is offline Felik 

Posted 21 December 2014 - 08:26 AM

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Posted Image

TMZ act 1 graphics were somewhat lacking. I hope I stepped up my game with this graphical overhaul.



Thanks to Pulse0 for huge help with coming up with this.


P.S. I'm still in need of talented people to help with the project. Anyone is welcome especially musicians and sprite artists.

#43 User is offline Azookara 

Posted 21 December 2014 - 08:29 AM

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Those look incredible.

This is looking like it's probably the best Sonic fangame in a looong while.

#44 User is offline Falk 

Posted 21 December 2014 - 05:27 PM

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Foreground and background* tiles shouldn't be the same color. Muh OCD D:

(*middleground)

But seriously darkening them even a little would help. Unless they're supporting a higher path, in which case try to find another way to differenciate them at-a-glance imo.

#45 User is offline Sparks 

Posted 23 December 2014 - 11:13 AM

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The image is blurred, but the graphics look like they're interesting; much more Sonic styled than the old ones for sure.

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