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Sonic Before the Sequel'12 - Released with OST

#106 User is offline Sparks 

Posted 29 December 2011 - 03:40 PM

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Nice idea, but to me, the background looks a bit too cluttered.

#107 User is offline W.A.C. 

Posted 02 March 2012 - 07:36 AM

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So I finally got around to playing the game and I LOVE IT! One of the best fangames I've ever played. I do have a few complaints though.

1. I sometimes missed the big ring and started to just going slower in general for the third level of every zone just so I wouldn't miss them...only to sometimes miss them anyways. The bonus stages are pretty cool and fun so it was quite frustrating when I missed out on one.
2. I beat the game with a time score of under -600. Very irritating that I need to speedrun the game in order to beat it with a good ending and to get the level select. :/ I've never cared to speed run entire games. Speed running specific levels when I feel like it? Sure, but not entire games. In the remastered version, if you could change the way people access the good ending, that would be great. Maybe you could make the big ring appear in every stage when Sonic or Tails has 50 rings, modify the stages, and make it where you need to beat all of the bonus stages to get the special ending. Just a thought. Certainly better than having to speedrun. >_<
3. I mentioned my issue about the lack of full screen working well in the past but I ended up just making the game four times it's original size instead by stretching it until it was 1:1 pixel perfect. Why not just include the option to allow people to increase it to three times or four times its original size. Only issue I had was occasional lag in cutscenes but there was only one or two cutscenes where the lag was really bad and most of the cutscenes ran without any lag. You could always include a warning in the options menu that the higher the resolution, the more lag it could cause in cutscenes.

Also, having an original soundtrack certainly is a better alternative to what's currently in the game. I think the only issue I had with the music was the stylistic differences that Jayextee brought up. It is kind of weird to go from Sonic CD music to SNES music, but it didn't bother me since I loved a lot of the game's music. What can I say, Kirby Super Star is one of my favorite games so I'm biased. :v:

Edit-

Oh, I forgot to mention one of the aspects that annoyed me the most: the red arrows telling me where to hurt the boss. It was fine in one of the Tails bosses where you had to jump on three switches, but in any other situation, I want to be able to figure it out for myself without the game telling me what to do. Maybe you could include an option to remove those hints?
This post has been edited by W.A.C.: 02 March 2012 - 07:39 AM

#108 User is offline Icewarrior 

Posted 02 March 2012 - 08:15 AM

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Just realised I never post my thoughts on this fangame too.
This has to be one of the most impressive Sonic fangames ever made, despite a few glitches there and there, it's aesthetically superb, there's a lot of zones, the bosses and badnikes are cool, level designs are great, the soundtrack is ok and the cutscenes are excellent.
I will keeep a close eye to your future projects, "After the Sequel" just look as amazing.

#109 User is offline diplomacydog 

Posted 10 March 2012 - 05:19 PM

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Hey, dropping by to post how much I've been wow'ed by this game. Every zone is unique and very fun, and the art is superb, looking unique and interesting even if its been used before. I'm loving it so far and plan to post a longer review when I'm finished.

#110 User is offline Greg the Cat 

Posted 20 March 2012 - 01:51 PM

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View PostLakeFeperd, on 29 December 2011 - 03:32 PM, said:

I'm just upgrading the levels a bit to fit falk's music
also, there will be some minor level design changes.
Posted Image
guess I can call this a "remastered" version of Sonic BTS?... I dunno, maybe just SAGE 2012 version

Some of those changes better apply to Perilous Paradise. Because of the fact that Sonic Worlds's code is shit with underwater levels and Tails somehow has a 10 second gauge until he starts to drown, it makes the bubbles placement unfair and a real detractor for me. I HONESTLY can't force myself to finish the game because of this, and that's considering that you used Advance 2's direction on Sonic's boss battles. Euck.

Your teams shows that they can design some competent straight forward platform design, so I'll give you that, but at the same time there's a major problem with large expanses of nothingness that add nothing to the levels except to show off rolling (which admittedly is nice), and I'm wondering what spikes and Badniks could really use a place here when they're not in some really uncomfortable places at other times. It seems like unnecessarily long padding.

And get a competent Badnik designer please. The original robots are none too impressive.

Overall, though, your team's product is leaps and bounds over the competition at SAGE (that's excluding Sonic Classic), but I'm not having too much fun. I hope the remastered edition fixes my gameplay gripes at the very least and I appreciate that you're replacing the jarring music with an original soundtrack (Nice work, Falk).

#111 User is offline Falk 

Posted 23 March 2012 - 05:44 PM

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View PostGreg the Cat, on 20 March 2012 - 01:51 PM, said:

Your team


Usually there's no "I" in "team" but in LakeFeperd's case here "I" IS "team"

Quote

(Nice work, Falk).


Thanks broskis.

#112 User is offline Greg the Cat 

Posted 25 March 2012 - 08:50 PM

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Ah, I thought he had a team. I guess that makes you the only other on the project.

It turns out my computer is also kind of slow with the game as well (it's an Acer, so that probably explains it). I tried it on my grandmother's computer and ran at a much faster full speed. I guess my computer hates Sonic Worlds.

And you're welcome.

#113 User is offline Falk 

Posted 26 March 2012 - 09:52 AM

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Yeah, others are helping out with After the Sequel now, but unlike most other collaborations (which often fall apart due to different expectations/goals) Lake already has a previous game out, and has an idea of what he wants to do so there's more of a hierarchy which is a good thing. I'm not the only one doing music, but I guess I'm keeping the soundtrack cohesive. You're doing yourself a disservice if you don't finish the game, in my opinion: The last three levels have a lot of pure genius mechanics in them. Apparently Tails' breath timer in Perilious Paradise is bugged, so if it really really bugs you (ha ha) I guess worst case you could wait for the SAGE 2012 remake? :P

In the meantime:


#114 User is offline diplomacydog 

Posted 26 March 2012 - 10:43 AM

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Yeah the worst level is easily Perilous Pariadise, particularly because you can reach an area that is a blocked off area that you can glitch into.

The zones by and large are amazing though.

#115 User is offline LakeFeperd 

Posted 26 March 2012 - 01:26 PM

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I'll try to fix most of the things you guys are poiting out, especially perilous paradise wich, yes, is bugged
most the graphics will probably remain the same though
Posted Image Posted Image

Posted Image Posted Image

still, I'm putting all my efforts on After the Sequel and I'm just doing a few updates on BTS

btw, here is a level map of Titanic Tower Act 3, if anyone wants to take a look

#116 User is offline W.A.C. 

Posted 26 March 2012 - 06:21 PM

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The new Sonic sprite looks really nice but isn't that going to cause some massive inconsistencies with the cutscenes?

#117 User is offline Falk 

Posted 26 March 2012 - 06:30 PM

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I really should be letting LakeFeperd reveal this but there are plans for the cutscenes.

*cough*

#118 User is offline Falk 

Posted 31 March 2012 - 01:32 AM

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*bonk*

I'm still a little torn between starting a thread in Creative where these posts technically should belong, but since there are people who already expect my BTS-related music to be posted here (all 2 of you, I love you guys too) I'll do that unless it somehow becomes a humongous international issue of some sort.



I can say doing the Fuzzy alternate version has to have made me crack up more that I ever have while working on music. I'm tempted to do a reverb-swathed dubstep remix for the Fuzzy alt version of Act 2.

#119 User is offline Strife 

Posted 31 March 2012 - 01:20 PM

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My goodness, that music is Falking beautiful! The groovy drums and sax/trumpet instruments really give it that Sega Saturn feeling. Not surprising, since you did integrate some bits of the Saturn version of 3D Blast's Green Grove.

I'm really thrilled to see that you and Lake are going that extra mile to bring out the best in the game even though it's technically done and released. I'll bet the 2011 SAGE version is going to feel like an early beta compared to the final.

#120 User is offline diplomacydog 

Posted 31 March 2012 - 03:46 PM

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I cannot wait to play this again with the new music, so great!

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