QUOTE (Tweaker @ Mar 19 2011, 05:48 PM)

Gonna be up-front—legitimately surprised and pleased by what I played. It's concerning to me that after all this time there's still little more going on than a couple of test levels, but the handling of the player, the included elements and the very cool music really impressed me. The substance to the game will be really challenged when you have to design complete levels, but for the moment this is showing promise that's actually worth batting an eye at. Hopefully you guys can get an actual game going on soon, cause the engine test schtick doesn't really say a lot about games these days.
Here's a question—will you guys have graphical options that can be changed by the player? The second test level is nice and smooth for me while the first one is pretty laggy. I assume this has to do with draw distance or something to that effect, so I'd like to be able to turn it down so I can play it more smoothly and get a more accurate idea of how the player moves and interacts with the environment.
Music is quite nice, no? That's the handy work of
DJ MaxieDaMan and
Ritz190. Got to applaud them because they are doing pretty good, if I say so myself.
The reason we don't have much going for us besides some test levels is because of, well, lets put it bluntly: there's little amount of people out there that are good with 3D (or better yet anything at all) and willing to do work for a Sonic fangame, and the (majority of) the people that do just plain
suck, are too lazy, or have a ton of rocks shoved into their bumholes. I'd like to be corrected by that and get some good workers, but otherwise work is going to be really slow for this game, regarding aesthetics and level layouts. We've thrown away lots of stuff because of the lack of quality and so-forth. Now I'm not mad, but I'm just trying to make my point known. If people want Freerunner to be a good game, then they need to help. This isn't directed at you, of course, but I'm just throwing that out there for everyone.
As for graphical options? Yes, we are planning on putting that in at some point soon. It'll be set up from "fastest" to "beautiful", sort of like Unity games are. We'll also throw in resolution, full screen, and other settings like that.
QUOTE (Chimpo @ Mar 19 2011, 07:09 PM)

QUOTE
Rolling will send you back down the hill if you land on it somewhat sideways.
So was stopping an intentional design or what?


Basically, what I'm saying is I'm holding the roll button with the idea that I'll be sent back down the hill. I come to a complete stop. I just figured that if I'm on a hill and I go into ball form, then the obvious rolling down the hill will occur.
Although this wouldn't be much of a problem if it weren't for that crawl move. That blasted move is what's cutting my enjoyment of rolling down anything.
Nah, the stopping was nowhere near intentional; I was just listing a way to get to go back down. If crawling is causing the issue then I'll tell you. In the meantime, I'll get back to you on that.
QUOTE
QUOTE
Using the bumpers (on a 360 controller) or the scroll wheel on the mouse will make it zoom in and out to your liking.
That was my first thought, but it seemed to have no effect when I tried it.
I'll await for the free runner test demo. Most of my complaints will probably be gone by then, but its nice to see Sonic controlling decently.
That seems to be something accidentally placed in the debug mode. Gonna have that fixed by tonight.
QUOTE (Xaklse @ Mar 19 2011, 06:54 PM)

This is a solid step forward from the last BlitzSonic engine I have played; now I'm not afraid of moving Sonic to where I want it to move.
I see there is a lot to be done, coding wise I mean, I wish you the best of luck.
Thank you, and good luck with getting A:DR running good as well.
This post has been edited by Azukara: 19 March 2011 - 07:47 PM