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Who would you like as the next Character?

1: what would you like the next character to be?

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Sonic AGES figured I'd use my last post to show my game. so here it is.

#1 User is offline Foxeh 

Posted 25 September 2017 - 09:44 PM

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game download is on this cheap website here. https://sites.google...ages/sonic-ages

Current Build: Alpha11 - Post SAGE Edition

changelog
 Changelog for Sonic AGES Build 11:
I'll be making efforts to update AGES Every Friday.
SAGE Booth https://www.sonicfangameshq.com/forums/showcase/sonic-ages-sage-2017-alpha.43/

Notes: Theres a very small percentage of players who seem to experiencing their player moving on their own. most of my time has been into trying to research and solve this issue. Any extra info on this would be very useful.

This week I've focused on mostly just fixing pretty large bugs so i can resume the art and animation bits. gameplay before art, you know?
Messing around with the latest version of unity to see if everything ports over fine without bugs. seems to deliver smoother gameplay to AGES.
Also preparing online multiplayer. (only racing at the moment, unless more ideas come up)

Additions
- Linux Builds
- Max Builds

Major changes
- Fixed that nasty control lock glitch when players couldn't regain air control on a bouncy object after losing it. http://puu.sh/xR9Hb/01b6187df2.gif
-added the basic standalone player for those that's experiencing issues with their player running around without them pressing a single button. actually this didn't fix the intended thing i was tryign to fix so im going to remove this next build.


Minor changes
 - Moved some of the enemy placement so it isn't cheap anymore.
- Increased the deadzone for the 360 control stick from 0.4 to 0.7 (for test reasons).

Things you likely wont notice
-Updated unity from 5.5.4 to 2017.1.1 (to take advantage of faster level creation and smoother gameplay?)



Previous Builds
Build 10 - SAGE Edition

No change log here since this is the public debut.



alright some of this information is getting copy pasted to/from the sfghq

Sonic AGES is something I've been working on the side for a while.
This is my way of showing my love for Art, Animation, Sonic and Everything SEGA.
Sonic goes through multiple SEGA games, the art and themes will change accordingly depending on the stage. you can sorta get an understanding of that from the tutorial stage.
While not implemented yet, Sonic and characters will feature some unique brand new abilities for this game to give a flow to game play without making it game-breaking boost easy.


Since this game is going to have online racing im planning on making more characters as i go along. (I'll close the poll in about November to swap in new characters)
The poll only allows for 10 choices, but any sonic character is up for suggestion (of course i'll make effort to keep them from feeling too much like a clone.)
if you're not seeing a character you wanted voted for, check the sfghq post for the other selections. (link isn't right here yet)

Of course, I'm adding in more stages and polishing up the current one that's there. there's major bugs i wanna fix before continue polishing. i also wanna start doodling layouts for future stages.

because how long it takes for me to even put a stage together as a simple layout, i'll be reusing the assets from my tutorial zone to have the extra zones playable.
it'll be good to have plenty of stages layed out so people can have plenty to play on.

also planning to make my own music for this, but that's taken a backseat for now.

also I'm sorry for how cheap seabed may be sometimes in some routes, but i have a couple of mechanics I'm putting together for those situations. although i may make them much more telegraph-able.

FAQ


Q: What engine is this done in?
A: The engine is a slightly edited KOHCTPYKTOP's [url="http://forums.sonicretro.org/index.php?showtopic=35309"]Sonic Realms Engine[/url] for Unity.
Q: Can i use your sprites?
A: Not yet, I'd like to give them when they're 100% ready. sonic in particular still needs to get his: pushing/edge standing/waiting/goal animations polished. i'll give them in quality zips/psd/pngs afterwards.





Screenshots/gifs will mostly be gifs cause i love things that move.
Posted Image
Posted Image
Posted Image

known bugs that I'm working on.
SUPER IMPORTANT (stuff that ruins the gameplay)
1. certain conditions makes sonic's controls lock under a spring; falling on a spring while getting hurt, and another that has something to do with while he's spinning. 
2. cant reload game when you return to main menu via gameover.
3. character moves by himself, running to the left and spin/ducking. no further explanation (one person got this so it might simply be a deadzone issue.)

Trivial things (these aren't too big of a deal)
1. pause the character until after the title card is finished. so no one's running around before the title card is done.
2. fix the spikes sound effect when sonic dies.
3. when sonic gets speed shoes, his 3rd run animation doesnt multiply his animation speed. :c
4. in seabed, on the conveyor belt(right), sonic can run through the wall if he uses the fire the same time he's about the touch the floor. (saw ryoma do it)
5. Recon boxes need invincibility frames that activates after they've been hit so sonic's hitbox don't drill them to death.
6. sonic's hitbox can be immediately turned back on if he insta shields directly after getting hit. (you can get combo'd to death that way)
7. improve the checkpoint code so it isn't a messy combination of 2 half working codes. (actually i think i already fixed this one though..)
8. in the menu the flavor text tends to repeat itself and  and overlap with eachother if switching between menus too often (prob can be simply fixed by putting it all in one animation instead of switching animations)



Other than asking my friend for unity tips and assistance, I'm pretty much working on this on my own. although I really wish i knew where Kohctpyktop has gone to :c I've been improving in unity and i wanna show him what i did with his engine.

so if there's any questions or suggestions, I'm all ears.

looking forward to updating this more for you guys to enjoy. all i really ask for is patience while i slowly get everything done.
This post has been edited by Foxeh: 06 October 2017 - 12:17 PM

#2 User is offline Sparks 

Posted 25 September 2017 - 10:39 PM

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I think you should polish up the level more before working on characters.

#3 User is offline Foxeh 

Posted 25 September 2017 - 11:12 PM

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View PostSparks, on 25 September 2017 - 10:39 PM, said:

I think you should polish up the level more before working on characters.


on it! :) (actually, that's the main thing I'm working on at the moment.)

expect changes

#4 User is online SuperSnoopy 

Posted 26 September 2017 - 02:32 AM

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Wait... Is this real time gameplay ?
My god, it look gorgeous.
This post has been edited by SuperSnoopy: 26 September 2017 - 02:41 AM

#5 User is offline HedgeHayes 

Posted 26 September 2017 - 06:46 AM

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About the poll:
Silver and Shadow are on the list, but not Blaze or Rouge; also, there's Bean, but there's no Bark. Team Chaotix is also out of the list, so I'm not sure which was the selection criteria. For additional characters, I should stick to the standard trio and leave the others out unless you have really clear which playstyle will have each character or give the newcomers a good plot so repeated playstyles don't really matter. Either way, a full game just for Sonic is better than a demo with a full roster.

About the gif:
I like your approach, a game that looks like an animated series, and that's only in aesthetics, so you don't really alter the classic gameplay experience, plus you keep the geometry art concept from the classic games. Level itself, however, could have some more colours on tiles, and the springs could be better shaded; looking cartoonish shouldn't mean looking flat, and you did quite well for both background layers, so I'm sure you can improve that. Background walls could also have a bit more varied look, though. The contrast between background and foreground is how it should be, however, at least for visibility, so keep that in mind before making any changes.

Overall, one of the most interesting things in the SAGE trailer, I hope it's as fun to play as nice it looks. Good job! :thumbsup:

#6 User is offline Foxeh 

Posted 27 September 2017 - 03:28 PM

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View PostHedgeHayes, on 26 September 2017 - 06:46 AM, said:

About the poll:
Silver and Shadow are on the list, but not Blaze or Rouge; also, there's Bean, but there's no Bark. Team Chaotix is also out of the list, so I'm not sure which was the selection criteria. For additional characters, I should stick to the standard trio and leave the others out unless you have really clear which playstyle will have each character or give the newcomers a good plot so repeated playstyles don't really matter. Either way, a full game just for Sonic is better than a demo with a full roster.

About the gif:
I like your approach, a game that looks like an animated series, and that's only in aesthetics, so you don't really alter the classic gameplay experience, plus you keep the geometry art concept from the classic games. Level itself, however, could have some more colours on tiles, and the springs could be better shaded; looking cartoonish shouldn't mean looking flat, and you did quite well for both background layers, so I'm sure you can improve that. Background walls could also have a bit more varied look, though. The contrast between background and foreground is how it should be, however, at least for visibility, so keep that in mind before making any changes.

Overall, one of the most interesting things in the SAGE trailer, I hope it's as fun to play as nice it looks. Good job! :thumbsup:/>


As far as the poll goes:
Funny how you should say that about Blaze lol... :)
I was only allowed to have 10 choices. every character is up for choosing. i figured I'd just change the selection of people later on in November or whenever I'm ready to put together another character. (i actually have more fun animating these characters than laying out stages lol)

about the gameplay:
For now for SAGE sake and to finally stop being quiet about my project for so long, i decided to show basic gameplay to get a grasp how the game will play and look. You know, just to make sure the general gameplay works well before i add in the extra tricks.
Of course that stage design isn't nearly the final look of it. Been fixing it up as we speak because there's a lot I've been dying to do with it.

I'm saving the extra things for a little after SAGE is over. had some really fun things i wanted to finish putting together :D

Also thank you very much, your kind words motivates me to keep pushing for better ^^ I'm taking everyone's comments into consideration and acting on them.

#7 User is offline HedgeHayes 

Posted 30 September 2017 - 06:23 PM

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Just tried the demo, and found some things I wanted to tell you about, be they good, bad, or just worth noticing:

- Physics don't seem very good, there's a lot of odd behaviours and noticeable faults to be fixed.

- Maybe I missed something, but I didn't know if there was a key to pause the game, or to close its window; I had to close it using the context menu on windows bar.

- Just as I said before, a cartoon Sonic looks great, though you should draw more frames for some animations, or redraw some sprites to fit better said animations (sometimes both).

- I understand enemies are yet to be improved, as they don't look great with a single sprite for movement. I understand that since the explosions say "place holder"; Seeing this was funny (in a good way).

- Similar thing goes for monitors, I suppose you'll draw them at some point later instead of using S3&K sprites.

- I love the tutorial level, you should model a whole zone after this. You could call it "desktop designs" or something like that.

- I didn't notice in the SAGE trailer, but you actually made this seabed level after the PSO one! I loved that! Do you know what? I was thinking about making a "Sonic in PSO" fan game, and have a lot of graphical work done for Mine 1 level. It's neither cartoonish nor HD, though. :v:

Overall, is a nice demo, and, as I said the other day, also an interesting style approach, but, now that I've played it, I think you still have a lot of work pending just to finish the content of the demo (and, of course, to finish the whole game, but that's obvious). I'm looking forward to see your progress in the future and try any new version you release.

#8 User is online SuperSnoopy 

Posted 01 October 2017 - 03:22 AM

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I played the demo yesterday and I have to say this is pretty incredible. Like, this looks GOOD. The animations, the artstyle, damn.
I noticed the shields, monitors and the HUD are using their default appearance. I'm guessing future versions of the game will have everything hand drawn.

However, the level design wasn't exactly my cup of tea. It's not bad by any means, but it looks more like something you'll see for later stages. I don't know if you intent to make this stage the first one, but it's something to keep in mind.
I also noticed a lack of stage specific gimmick that could make the stage more memorable. I only found these teleporters thingy, and there was only one at the beginning of the stage and one at the end (that didn't do anything)

Still, this was a pretty good experience overall, in my opinion one of the best SAGE game this year.
I'm gonna follow this one very closely :eng101:/>
This post has been edited by SuperSnoopy: 01 October 2017 - 03:24 AM

#9 User is offline True Dude 

Posted 01 October 2017 - 01:39 PM

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Love the sketch stage idea, one of the most original ideas for a stage. I hope it lives up to its looks!

#10 User is offline Chimpo 

Posted 01 October 2017 - 02:32 PM

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You need at least one more walk cycle in-between standing still and the current one, or at least a transitional animation between standing and the current walk cycle. It just looks weird with Sonic snapping into a completely different pose that doesn't flow well with the others.

Level design needs less abrupt ends in routes. The pacing is thrown out the window when you're picking up speed and all of a sudden you hit a wall. Your first GIF shows exactly what I mean. Find a better way to slow the player down or redirect them smoothly. Or use your teleport portal as an actual gimmick in the stage. The stage is currently bland without something to keep it interesting.

Posted Image

Advice for Future Demos:

  • Add a pause menu with a restart function. I've had to Alt+F4 several times because the spring bug is way too common.
  • Because of the above reason, make the tutorial optional or give people the option to skip.


Otherwise, it's cool.

#11 User is offline Foxeh 

Posted 06 October 2017 - 01:03 PM

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View PostHedgeHayes, on 30 September 2017 - 06:23 PM, said:

Just tried the demo, and found some things I wanted to tell you about, be they good, bad, or just worth noticing:

- Physics don't seem very good, there's a lot of odd behaviours and noticeable faults to be fixed.

- Maybe I missed something, but I didn't know if there was a key to pause the game, or to close its window; I had to close it using the context menu on windows bar.

- Just as I said before, a cartoon Sonic looks great, though you should draw more frames for some animations, or redraw some sprites to fit better said animations (sometimes both).

- I understand enemies are yet to be improved, as they don't look great with a single sprite for movement. I understand that since the explosions say "place holder"; Seeing this was funny (in a good way).

- Similar thing goes for monitors, I suppose you'll draw them at some point later instead of using S3&K sprites.

- I love the tutorial level, you should model a whole zone after this. You could call it "desktop designs" or something like that.

- I didn't notice in the SAGE trailer, but you actually made this seabed level after the PSO one! I loved that! Do you know what? I was thinking about making a "Sonic in PSO" fan game, and have a lot of graphical work done for Mine 1 level. It's neither cartoonish nor HD, though. :v:/>

Overall, is a nice demo, and, as I said the other day, also an interesting style approach, but, now that I've played it, I think you still have a lot of work pending just to finish the content of the demo (and, of course, to finish the whole game, but that's obvious). I'm looking forward to see your progress in the future and try any new version you release.



View PostSuperSnoopy, on 01 October 2017 - 03:22 AM, said:

I noticed the shields, monitors and the HUD are using their default appearance. I'm guessing future versions of the game will have everything hand drawn.

However, the level design wasn't exactly my cup of tea. It's not bad by any means, but it looks more like something you'll see for later stages. I don't know if you intent to make this stage the first one, but it's something to keep in mind.
I also noticed a lack of stage specific gimmick that could make the stage more memorable. I only found these teleporters thingy, and there was only one at the beginning of the stage and one at the end (that didn't do anything)

Still, this was a pretty good experience overall, in my opinion one of the best SAGE game this year.
I'm gonna follow this one very closely :eng101:/>/>



View PostChimpo, on 01 October 2017 - 02:32 PM, said:

You need at least one more walk cycle in-between standing still and the current one, or at least a transitional animation between standing and the current walk cycle. It just looks weird with Sonic snapping into a completely different pose that doesn't flow well with the others.

Level design needs less abrupt ends in routes. The pacing is thrown out the window when you're picking up speed and all of a sudden you hit a wall. Your first GIF shows exactly what I mean. Find a better way to slow the player down or redirect them smoothly. Or use your teleport portal as an actual gimmick in the stage. The stage is currently bland without something to keep it interesting.

Advice for Future Demos:

  • Add a pause menu with a restart function. I've had to Alt+F4 several times because the spring bug is way too common.
  • Because of the above reason, make the tutorial optional or give people the option to skip.




Thanks for the idea, Chimpo, i'll look into a clean way of allowing the tutorial skip. i'll probably just put the tutorial into a separate selection i the main menu.

i know i don't reply too often, but i have read and taken everyone's comments into consideration. of course, this game isn't even near finished. for sage reasons, i made sure i gotten the main things out the way to make sure what I'm intending to do with this is understood. otherwise i would've skipped SAGE again and then presented this in 2018

none of the current art is even final. this goes for sonic, the stage, and the lack of animations that are present.

As far as the way seabed is, this is meant to be a much later stage in the game. because of this, i have no intention of making it easy. there's a lot of assets not into this stage yet.
Since this is a Sonic game about other SEGA games, Seabed is inspired from pso episode 1 and 2 and will indeed have more use of the teleport which is still not fully functional yet. will include more enemies some saving for boss., a multitude of traps (floor grabbers, damage traps, maybe confuse traps, poison rooms, tripwire alarms that spawns tech turrets.) not to mention the environment art is barely there and not even animated.

i understand that there's no actual beginning stage yet, and i have been brainstorming on what theme i wanted to decide on. (choosing between dynamite headdy, ristar, golden axe and altered beast) of course the most I'd do is lay the stage out before pulling all of my time into it because seabed still needs to be done.

I'm very happy with all of the lovely comments you guys shared and it's been fueling my motivation to keep working on this.

also I'm super happy you also thought of a pso stage as well, HedgeHayes. i didn't speak on the main gimmick of this entire game theme yet but stay tuned in the coming months ;)
the tutorial stage is also what i use as a placeholder for stage layouts. was thinking of making a few multiplayer stages that let people try out the stages before they get their actual art, music and assets replaced.

btw i updated ages to build 11. it's been a week of bug fixing.Posted Image nothing visual until i can take care of most of the major game breaking bugs and get more menus ready.

i wanted to make the 1st poll contain spoilers fields so i can keep things compact and organize so i can add the to-do list and keep the extra info optionally view-able. anyone know of a way?
thanks again for the nice critiques.

#12 User is offline HedgeHayes 

Posted 06 October 2017 - 02:59 PM

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Since it's a Sonic game visiting other Sega titles, you could adapt some characters from those other titles to work on a Sonic game. It's just an idea, though, I don't know if it's possible to get good characters for a Sonic game that way.

#13 User is offline Foxeh 

Posted 06 October 2017 - 03:03 PM

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that's a big maybe. but for now I'm going to take the Mario party route with this one. ;)

#14 User is offline unAWARE 

Posted 13 October 2017 - 08:35 AM

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I'd like to see Mighty and Ray in here, your art style would suit them really well I think. Mighty could have his signature "Wall Kick" move. I'm not sure what Ray would do though.

Editing this because now I see they are poll options. D'oh!
This post has been edited by unAWARE: 13 October 2017 - 08:41 AM

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