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Egg Factory ReMastered second release

#1 User is offline HCKTROX 

Posted 20 November 2017 - 05:14 PM

  • Nah. Fuck it.
  • Posts: 27
  • Joined: 04-August 10
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  • Location:Chile
  • Project:Tails Into Dreams, Tails in Alphaomega
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Posted Image

Blast your way through the stage with new art and music! Fight new and improved bosses! Explore the previously unseen area and see the conclusion! The future of the Sonic's world is in your hands...
This version of the game introduces new gameplay features!...

Power of the six shields:
Insta Shield - When used, can destroy bullets and bombs
Blue Shield - Invincibility to bullets, can destroy bombs
Yellow Shield - Rings magnet
Red Shield - Jump Dash
White Shield - Double Jump
Purple Shield - Powerful blast

Controls:
B/C in mid-air - Insta-Shield
Holding A in mid-air - Drop Dash
Pressing A/B/C next to a wall - Wall Jump (will be useful in some places~)
Down+A/B/C - Spin Dash

HardLine Team Staff
Spoiler


Screenshots:
Spoiler


Known Issues:
Spoiler


DOWNLOAD

Rev01 will be released soon. It will include fixes for every item from above spoiler and for any new bugs that get reported during the time span. Some extra content may or not be added (at least from mine part and under agreement) depending the reception.
This post has been edited by HCKTROX: 26 November 2017 - 12:26 PM

#2 User is offline HCKTROX 

Posted 26 November 2017 - 12:25 PM

  • Nah. Fuck it.
  • Posts: 27
  • Joined: 04-August 10
  • Gender:Not Telling
  • Location:Chile
  • Project:Tails Into Dreams, Tails in Alphaomega
  • Wiki edits:4
Ok, it has been almost a week and I got some energy to begin works on Rev01; fix any known issues, and refine some details here and there.
That said, I have a super tiring job now that takes almost all of my energy, and I found that I only work best if I first plan everything I have to do, and then just "follow the path" when I get on my PC, respecting an internal deadline.
For this one reason, I was meant to take into account any suggestions for any new features throghout this week to fit them properly on my dev time, but time's up and I think I'm closing the door unless I see something important enough that changes both my mind and plans. Sorry for this!
As a side note, Drop Dash was meant to have an FM version of its sfx, that couldn't get done on time, so Plan B was to install a PCM version of it instead (else it's hard to differentiate when you do or don't have it enabled, thinking gameplay-wise). A FM version of it has been asked again (I don't think I could properly do it myself, music & sound has been my greatest issue for years), though it's unsure if will it or not be ready. If it isn't, I will install DualPCM driver, to at least avoid overriding the percussion.
This post has been edited by HCKTROX: 26 November 2017 - 12:29 PM

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