Sonic and Sega Retro Message Board: Sonic Before the Sequel'12 - Released with OST - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
Loading News Feed...
 

Sonic Before the Sequel'12 - Released with OST

#91 User is offline Kharen 

Posted 25 December 2011 - 03:44 PM

  • Posts: 282
  • Joined: 29-October 11
  • Gender:Male
  • Location:Spokane Community College - Newport IEL
So, if you're going to re-release this with a new soundtrack, would you fix the little issues that some people have commented on, like letting the player have control for at least a couple seconds after hitting the signpost at the end of a level? To be honest, that is probably the only real complaint I've had with the game. I didn't mind the soundtrack, but I'll still probably re-download this with the new one.

Okay, and I lied. I do have a different complaint. I managed to get all the way to the Death Egg, but when I started that level, I got hit with an insane amount of slowdown, to where I couldn't really play it. It was like a 2-D version of Sonic Labyrinth, but slower. Is that just my computer, or is the last set of levels that resource-heavy?

Other than that, I've loved the entire game from start to finish. (or at least up until Death Egg, obviously) The levels were pretty good, if not a little oddly long. Well, maybe "long" is the wrong word, but many levels have multiple stretches where nothing happens and it's just a straightforward run on some bumpy ground, and it gives a feeling that the level's about to end. However, once you get into your mind to look for the signpost, you suddenly start another stretch of the level. That was probably my problem with the signposts and the bonus stages. If you don't want to change the behavior after hitting the signpost, maybe you could put a sign up shortly before it to say that the end of the level is coming up, like Sonic CD did.

Also, what made you decide to give eyes to all of Robotnik's ships? They were fun bosses, and I enjoyed nearly every single one, but I always ended up wondering why they had eyes when they didn't in every other Sonic game.

#92 User is offline Falk 

Posted 25 December 2011 - 04:49 PM

  • Posts: 716
  • Joined: 03-October 11
Hahahaha wow

#93 User is offline LakeFeperd 

Posted 25 December 2011 - 05:08 PM

  • Posts: 109
  • Joined: 16-January 11
  • Gender:Male
  • Project:Sonic Chrono Adventure
@Kharen

yup, it will be re-released, but this will take a while, I mean, there is a lot of music so I decided to give falk and the guys working with him a long time and the plan is to release it by SAGE 2012
and, yes, I'll fix those things I'm also going to add a time points counter in the transition of every frame or in the score count screen

and the eyes? well....
Posted Image



@Falk
oh god, I actually only get that to happen by accident

#94 User is offline The Shad 

Posted 25 December 2011 - 06:11 PM

  • ↑ & ↓ & ↻
  • Posts: 3038
  • Joined: 04-September 06
  • Gender:Male
  • Wiki edits:83

View PostFalk, on 25 December 2011 - 07:30 AM, said:



I'll just leave this here. Merry Christmas.

edit: derp, forums whyyyyyyyyy :(

Nice! Very nice!

#95 User is offline Falk 

Posted 27 December 2011 - 01:22 PM

  • Posts: 716
  • Joined: 03-October 11


I won't be posting -everything-, but here's a taste of something more akin to Sonic CD JP.

It's probably a little risky doing something more ambient/loop-ish vs something extremely memorable/whistle-able for the first act in a game (I.e. GHZ/EHZ/etc), but I thought it fit the mood.

Also sup Sky Sanctuary reference. :V

edit: Wow, youtube raped this one hardcore for some reason. http://soundcloud.co...hilltop-heights for non-butchered audio.
This post has been edited by Falk: 27 December 2011 - 01:57 PM

#96 User is offline Jayextee 

Posted 29 December 2011 - 02:25 PM

  • Comic Mischief
  • Posts: 2891
  • Joined: 22-October 07
  • Gender:Male
  • Location:Kathmandu, Nepal
  • Project:Who knows? Toss a coin, will ya?
  • Wiki edits:27
Downloaded this with the intent to play the fuck out of it. Not playing the fuck out of it; where's my controller support? Yeah, I know joy2key and all that; I'd rather not have to fart around loading up one program just so I can play another or whatever.

However, I played as far as Tails' first boss. Don't know about this, it's fiddly. Kinda like the levels, but both bosses so far have been less fun than I'd like. Is it worth tolerating further?

#97 User is online Blivsey 

Posted 29 December 2011 - 02:33 PM

  • Charismatic Sonicaholic
  • Posts: 311
  • Joined: 20-September 11
  • Gender:Male
  • Location:Ioway
  • Project:Throwing my support behind others' projects
First two bosses are a little awkward, but it definitely gets a lot better. And the bosses definitely take a little getting used to. Also, "no controller support" is a terrible reason to pass this one up.

#98 User is offline Falk 

Posted 29 December 2011 - 02:36 PM

  • Posts: 716
  • Joined: 03-October 11
Ctrl-Y

:V

#99 User is offline Jayextee 

Posted 29 December 2011 - 02:36 PM

  • Comic Mischief
  • Posts: 2891
  • Joined: 22-October 07
  • Gender:Male
  • Location:Kathmandu, Nepal
  • Project:Who knows? Toss a coin, will ya?
  • Wiki edits:27

View PostBlivsey, on 29 December 2011 - 02:33 PM, said:

Also, "no controller support" is a terrible reason to pass this one up.


Not if I happen to be dyspraxic (which I do) and suffering greatly from my left and right hands' usual roles being reversed. This is like trying to write an essay with your non-dominant hand and/or feet.

EDIT
Falk, I shall try that. Why is this not on the instruction image? :3
This post has been edited by Jayextee: 29 December 2011 - 02:37 PM

#100 User is offline Falk 

Posted 29 December 2011 - 02:44 PM

  • Posts: 716
  • Joined: 03-October 11
Seems to be more of an MMF thing (or maybe a Sonic Worlds thing) than a specific fangame. I only knew of the shortcut (along with F8 enabling menu bar in the window) from playing other fangames.

"Press Start" still requires pressing enter, but other than the title screen I played the game from start to end on an X360 gamepad. I'm assuming anything detected as a joystick by windows would work since MMF isn't exactly pushing the edge of technology and thus going to be affected by the whole retarded Xinput vs DirectInput travesty.

#101 User is offline Jayextee 

Posted 29 December 2011 - 02:48 PM

  • Comic Mischief
  • Posts: 2891
  • Joined: 22-October 07
  • Gender:Male
  • Location:Kathmandu, Nepal
  • Project:Who knows? Toss a coin, will ya?
  • Wiki edits:27

View PostFalk, on 29 December 2011 - 02:44 PM, said:

I played the game from start to end on an X360 gamepad.


Good to hear, it's what I generally use - or a generic PS2 replica USB controller if it won't let me use the d-pad like I suspect it won't. Control is a big issue for me and my silly lack of physical coordination. May report back when I've played a bit more.

Although what I can say as yet is; looking forward to a new soundtrack. Those SNES tunes really don't fit so well. ;)

#102 User is offline Falk 

Posted 29 December 2011 - 02:55 PM

  • Posts: 716
  • Joined: 03-October 11

View PostJayextee, on 29 December 2011 - 02:48 PM, said:

Those SNES tunes really don't fit so well. ;)


Eh, they actually do, if you have no preconceptions of what a sonic game 'should' sound like. This is especially true of the Tails levels.

#103 User is offline Jayextee 

Posted 29 December 2011 - 02:59 PM

  • Comic Mischief
  • Posts: 2891
  • Joined: 22-October 07
  • Gender:Male
  • Location:Kathmandu, Nepal
  • Project:Who knows? Toss a coin, will ya?
  • Wiki edits:27

View PostFalk, on 29 December 2011 - 02:55 PM, said:

View PostJayextee, on 29 December 2011 - 02:48 PM, said:

Those SNES tunes really don't fit so well. ;)


Eh, they actually do, if you have no preconceptions of what a sonic game 'should' sound like. This is especially true of the Tails levels.


No preconceptions here. Actually, it's the fact that going from high-quality Sonic CD audio to low-quality console tunes that makes it jar here. Game needs a more cohesive sound to it overall, and I trust the new soundtrack will deliver this. To put it another way; it's not the music itself, but the rendering. This would be like having photorealistic levels and sprites but one particular enemy was drawn using the brush tool on MSpaint. A bit. In the face.

Not a deal-breaker by any means. Thought you'd like that I was interested in hearing what you're coming up with though. ;)

#104 User is offline Falk 

Posted 29 December 2011 - 03:11 PM

  • Posts: 716
  • Joined: 03-October 11
Hah, I get what you mean!

One of the big hurdles I'm having is when all 3 tracks used in a zone (moodwise and compositionwise, not renderingwise) fit so well that it's tough trying to shoehorn the zone into a particular style/leitmotif, since the approach we're taking is remixes a-la Sonic CD/Sonic Colors (/Sonic Adventure, sorta) with recognizable elements across the three acts.

At least I've figured out how to handle Lost Levels though. Or at least, I hope. :V
This post has been edited by Falk: 29 December 2011 - 03:12 PM

#105 User is offline LakeFeperd 

Posted 29 December 2011 - 03:32 PM

  • Posts: 109
  • Joined: 16-January 11
  • Gender:Male
  • Project:Sonic Chrono Adventure
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

  • 21 Pages +
  • ◄ First
  • 5
  • 6
  • 7
  • 8
  • 9
  • Last ►
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users