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Sonic Fan Remix added wip version of Chemical Plant

#1051 User is offline Screwdriver 

Posted 02 December 2010 - 06:44 AM

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I played the demo a few days ago, and I must say that it's beautiful. I really don't see any problem with the scenery. It deviates from the classic scenery a bit, but it also manages to work.

I tried running it on the highest graphical settings but got a bit of lag, so I had to test the gameplay and the looks sort of separately. The only thing I really noticed was that it's a lot harder to get the extra life in act one (provided it's still there, was having trouble not hitting the springs) after that ramp after the two loops. It's a bit hard to explain, and I'd take a picture, but I'm unable to at the minute.

I'm not sure if acts one and three were supposed to be completely accurate to Emerald Hill or not, but they're almost there, gameplay wise. Keep up the good work!

#1052 User is offline Deef 

Posted 09 December 2010 - 02:53 AM

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That z-axis business sounds like the right track. That would fit perfectly.

Okay now I want a real mobius strip in the game...

#1053 User is offline SpeedStarTMQ 

Posted 12 December 2010 - 03:02 PM

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I was able to get this working on my PC after some well needed upgrades, and I have to say that it's really awesome. It's how I imagined 2D Sonic would be in the future on home consoles, before playing Sonic 4. The only real difference is that there's a lot more going on with the scenery here, which isn't a bad thing- it all looks beautiful.

Keep it up, and if there's a full game coming (I couldn't be bothered to flick through the posts), then I'm really looking forward to it, or some sort of new demo.

All I would suggest is that the control input screen should be made simpler. All this X and Y stuff confused me (always does, I just can't retain the information on what way X and Y go), and I can't seem to get my PLAYSEGA control to work, which works with other games like Sonic Nexus etc.
This post has been edited by SpeedStarTMQ: 12 December 2010 - 03:09 PM

#1054 User is offline Zero Dozer 

Posted 12 December 2010 - 07:49 PM

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Well, I've finally made the demo in my Sempron 3400+ dinosaur. Kinda laggy, but I did manage Sonic kinda like the original Emerald Hill skill. Then, I can finally say what I am thinking of your Emerald Hill, to Mercury and Pelikan13.

Graphics:
The best Sonic graphics ever made. You guys have kept the slim Sonic in the game, much like a surprise. The eye color, I think, should be blue like Mercury mentioned on his blog, with a good shine. About the scenery, it's damn breathtaking, with Eggman's machine flying in the background in Act 1, but there is a slight flaw: in cave passages, there are too much leaves and vines, making it hard to locate Sonic behind it sometimes. You don't need to remove the element, just reduce the vines in a manner that Sonic and the scenery elements (like Badniks) can be visible behind it.
The graphics are everything that Sonic the Hedgehog 4 ARE NOT. The true Next-Gen graphics, made by two Sonic fans.

Level Design:
This one got me surprised. You guys have managed to make Emerald Hill bigger. The first act does have a slight flaw next to the end: a Buzzbomber right at the spring's path (a diagonal one, I'm sure you know what I'm talking about). You could move the Buzzbomber a bit left, so Sonic can clear quickly the way while he jumps on the spring. The tree monkeys disappeared, although now there are some yellow variation of the Motobugs. I've noted also that in the demo there wasn't a single monitor, but it is just a detail. You can't expect a complete demo, am I right?
Act 2 was the big surprise, an entirely new level layout, turning Emerald Hill into a 3-Act stage. The rain makes sure shot for the scenery distinction, and I can spend some time just wandering in the rain just to explore the new level.
Act 3 is a slightly modified version of the original Act 2, with a stunning sunset on the background. I've just missed one thing there: the boss. But I know you guys are gonna put the car boss in that stage again in the final version or another demo.
At overall, except for the Badnik at the spring in Act 1 (and the giant Motobugs, but this I can deal XD), the level design is exceptional.

Gameplay:
The physics plays damn well for a game of those proportions. Sonic is easy to control and the physics are well-applied. The inertia works pretty well, I can't make Sonic stand still on a slope, makes you think more smartly about your movements. The "ramp-jump" (getting impulse from a slope to gain jump height) is working, as well as the bouncing skill (holding Jump to regain height from smashing a Badnik or monitor) works. Ah, I've complained about not having spindash, but then I found my joystick is badly configured, and switched to the keyboard, where it has worked perfectly.

By checking on this, there are two things I can say. First: I'm dying to see how will the other ten stages become in your build. Second: Man, Sonic Team should learn a lot of things from you guys. This is proven by how two skilled programmers can tackle such a prime work like Sonic Fan Remix.

My congratulations, Mercury. You and Pelikan13 have conquered my admiration.
This post has been edited by Zero Dozer: 12 December 2010 - 08:54 PM

#1055 User is offline Slingerland 

Posted 15 December 2010 - 07:28 AM

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Sonic Fan Remix in GameInformer. omgomgomg

Nice interview, guys. It must have been hard getting asked that first question. Mercury, you have massive nuts. v.png

#1056 User is offline Wolf Rogers 

Posted 15 December 2010 - 11:16 AM

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Nice to see this getting more attention!

#1057 User is offline ICEknight 

Posted 15 December 2010 - 11:23 AM

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Is this still being worked on, anyway?

#1058 User is offline pelikan13 

Posted 15 December 2010 - 01:51 PM

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QUOTE (ICEknight @ Dec 15 2010, 06:23 PM)
Is this still being worked on, anyway?


Yes, still being worked on, however I did take a rather long break from it but I'm getting my enthusiasm back. Here are a couple of WIP screenshots from the next zone, if all goes well it should be ready by early February.







#1059 User is offline Dude 

Posted 15 December 2010 - 01:55 PM

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nuoh my god I think I just experienced what they call ecstasy. These are amazing, and you are a very talented artist. I wish my take on that level looked that good =P

#1060 User is offline LordOfSquad 

Posted 15 December 2010 - 01:56 PM

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Looks sick so far! The final product should look spectacular.

#1061 User is offline Tweaker 

Posted 15 December 2010 - 01:58 PM

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Is that supposed to be Chemical Plant? I don't like it all that much... it looks like something right out of Sonic Colors or Unleashed, which isn't something I'd expect from something trying to hark back to the more classic environments. Or is this an original level?

In any case, I'm hoping you plan on doing something far more complex with the background; it feels kind of dull at the moment.

#1062 User is offline Yuzoboy 

Posted 15 December 2010 - 02:26 PM

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The art style is very good, more background details is needed to give the scene more depth but they are WIP screenshots so I assume you will do this anyway, judging by the stage designs in the demo. Keep up the good work.

#1063 User is offline Zero Dozer 

Posted 15 December 2010 - 02:43 PM

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MAN! CHEMICAL PLANT, FINALLY!!! (But I'm missing the background there, what are those gears doing there? Well, those turbines on the first shot are kinda the Plant's style XD)

Anyways, I've read the interview... Hey, Mercury, you said you would be working in a brand new Sonic game as soon as you're finished with SFR, right?

Well, let's focus on Fan Remix for now, when this is done I'll tell you what I want to. Erm, don't mean to be rude or anything, it's just that this isn't the topic or even the time for discussing ideas.
This post has been edited by Zero Dozer: 15 December 2010 - 02:46 PM

#1064 User is offline pyrotix 

Posted 15 December 2010 - 03:21 PM

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That is so awesome! It reminds me a bit of the Fox Chemical Factory level in Batman for Genesis and SNES - which makes sense, because it is a chemical plant after all.

I kind of always wondered - if South Island is inhabited by animals, do they live in the skyscrapers in the background of CPZ and CNZ?

#1065 User is offline LordOfSquad 

Posted 15 December 2010 - 04:50 PM

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I don't think it is Chemical Plant, it just looks like it because of the stripes.

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