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Sonic Nexus '08 Demo Powered by Retro-Sonic

#16 User is offline Shoemanbundy 

Posted 02 September 2008 - 08:06 PM

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OK, so I just tested it out. I must say it really did feel like a Sonic CD experience. I was expecting to come across time posts any minute as I kept running =P I wanted to try the zippers but kept running past them, usually falling down the pit below them, I guess I'll just have to play through again. Overall I like what you did, and it's a huge improvement from the last demo, mainly for the fact that it's not MMF but a Sonic specific engine :D

This is a great sign of things to come once Retro Sonic goes public. My only hope is that the game doesn't rely too heavily on Sonic cd graphics. Mixing different background from various games plus palette editing can really go a far way if done right. I want to see the rest of the levels now!

#17 User is offline DimensionWarped 

Posted 02 September 2008 - 08:47 PM

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This isn't likely going to be the default Retro Sonic graphical set. No worries there.

Anyway, we are going to be having a small mini-event on SFGHQ around Christmas. We'll probably have some more Nexus stuff on display there.

#18 User is offline Chimpo 

Posted 02 September 2008 - 11:21 PM

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The game refuses to let me map the down command to any other key other than the down arrow key.

#19 User is offline The Taxman 

Posted 02 September 2008 - 11:28 PM

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View PostChimpo, on Sep 3 2008, 02:21 PM, said:

The game refuses to let me map the down command to any other key other than the down arrow key.


Ahh shit yeah I had the key mappings muddled up... so the up and down go to left and right and vice versa (or something like that). I'll fix it ASAP, I guess I hadn't found it yet because I never change my key preferences :P

#20 User is offline Jeiku 

Posted 03 September 2008 - 02:37 AM

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Having played a previous version of Nexus before, I find this much better with the Retro Sonic engine. The music is great, and the acts were well-designed I thought. There's some great gimmicks I enjoyed as well, particularly the hang glider. Also, I'm surprised you went with the Sonic 2 beta walking sprites, which is something I haven't seen before in a fangame. Overall, no complaints here. Looking forward to seeing more zones in the future, too.

#21 User is offline Shibunoa 

Posted 03 September 2008 - 03:37 AM

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I can't say I'm impressed by this.
I dunno why, but you keep making it from scratch every year, when it came out I played the 2006 demo, so I did with 2007 one, and now I've played this. The three are totally different from each other, and it's seriously a waste of work. If you didn't insist on that, Nexus would be at least 70% completed. People are so bored about fangames, and that aspect of them bores them even more.
You know, you don't have to make things perfect, just fun. Nobody's shooting you if you aren't a perfectionist.
Hell, the original Sonic games were full of bugs, but hey, fun!
People want to play a fun game to pass their time and have fun, not some 'rocket science' tech demo.
At least, make the boss for the first zone, it isn't even there, and that's a big thumbs down.
And unlike what someone said, this isn't a Sonic CD experience, first because Sonic CD was simple and not meant to "impress" you graphically yet very aestically pleasant, Sonic CD had time zones, and it had very catchy tunes that make you replay the game for many times just to listen to them.
And at the end, it had its own unique feel that stayed with you even after you finished playing the game, Nexus doesn't leave anything to me.
This version of the Retro-Sonic engine is better than the previous (2007) one, many glitches that I saw in the previous one are now gone, but I got stuck at the first loop slope in the second level, there was a glitch that made me fall through the blocks (!), at least make the player die when he falls under the level. I either had to restart the game or wait 9 minutes and half, I did the former.
It didn't happen the second time I played the game, so I guess it isn't very serious, but should be fixed anyway as it's pissing off.

Well, these are just my opinions and criticism. You don't have to take them seriously or as an offence.
I was accused by someone to have scrouched him in the dirt, and that's a very laughable lie.
Just to let you know.

#22 User is offline Phoebius 

Posted 03 September 2008 - 05:48 AM

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Well, I have to say it's quite good, and has a lot of great ideas (like the parachute. Brilliant.)
Too bad it's using reused tiles.

#23 User is offline Caitlin 

Posted 03 September 2008 - 06:04 AM

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Please oh please get rid of that god forsaken "Sonic CD" camera everyone raves so much about. I find that the be incredibly annoying and it feels like it's breaking my speed, not to mention it breaks my concentration. Other then that, it was good. Physics felt off, but nobody can get them right, I suppose.

#24 User is offline Tweaker 

Posted 03 September 2008 - 08:37 AM

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View Posttails92, on Sep 3 2008, 04:37 AM, said:

:v:

I can't make out a word you just said.

And Phoebius, you're really one to talk about reused tiles. Besides that, the tiles' source is not the main point of the presentation—the level design, technical feats, and music are. You know, basic principles of game design. Graphics are just a shell, and can always be replaced and modified in whatever which way, but level design stays consistent. That's what I love so much about this game.

And yeah, the Retro Sonic engine isn't perfect, we get this. But it's extremely fast, renders quickly, delivers nice graphical effects (did you see that title card? I shat bricks, that's fucking awesome), and delivers a faithful Sonic experience, even if the physics aren't 100% spot-on. Besides, they can always be improved in a later release; they don't really detract from the gameplay, do they?

I'll echo a personal distaste for the extended camera in Sonic CD. I know it's part of the whole aesthetic design process and everything, but could you make an option to omit that effect? That would be dandy. :)

#25 User is offline Damizean 

Posted 03 September 2008 - 09:55 AM

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Quote

Tails92's post

Tails92, the reason behind the engine switch is due perfomance problems with the previous engine instances. Multimedia Fusion's behaviour is a bit random sometimes, unless you do heavy workarounds to prevent that (wich is mostly why I stopped caring about making engines in MMF). We're not perfectionist, but hell, we want to have a nice game experience without needing a powerful computer.

Retro Sonic provides a powerful and fast framework, and additional features such as being able to port the game to other systems. The editor is very user friendly, and with the actual scripting engine, you can pretty much do anything.

And how is not an experience similar to Sonic CD? You see, even though we don't have time warp (nor that shitty Sonic CD spindash), the actual game content is heavily based and makes reference to the Sonic CD level design patterns, the 3d depth sensation and the psychodelic feeling of these. Yeah, I know it's not perfect, but at least the general feeling I had while playing it is quite similar to Sonic CD

As for those glitches, these aren't the Retro Sonic engine's fault (the actual engine is pretty much bugless, specially since the collision system has been rewritten from scratch and is very, very solid) but our level design mistakes. These style of levels are very tricky to design since some tiles need to collision a way or another so that's why we had made mistakes and placed some tiles with the wrong collision settings.

Quote

Too bad it's using reused tiles.

Ahem, and who doesn't?

Quote

Physics felt off, but nobody can get them right, I suppose.

I gotta say Taxman's work with the physics is marvelous, and he even counted with the help a lot of people from here around to get them right. You may feel them off because you're used to play to the older game instances, but I find them very very accurate indeed.
This post has been edited by Damizean: 03 September 2008 - 09:58 AM

#26 User is offline muteKi 

Posted 03 September 2008 - 10:07 AM

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I happen to greatly enjoy the Retro Sonic physics, TBH. I may have to see about using it when it becomes publicly available.

#27 User is offline Caitlin 

Posted 03 September 2008 - 10:23 AM

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All I said was they felt a little off, mostly Sonic's acceleration and deceleration. It's not like it's radically altering game play. If I meant that, I wouldn't have said anything good about this at all.

#28 User is offline Athelstone 

Posted 03 September 2008 - 10:53 AM

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Very exciting to see the latest Retro Sonic engine in action! Congrats to all involved. Looking forward to seeing the community start to use the RSDK when it's released.

#29 User is offline DimensionWarped 

Posted 03 September 2008 - 02:59 PM

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View Posttails92, on Sep 3 2008, 04:37 AM, said:

I can't say I'm impressed by this.
I dunno why, but you keep making it from scratch every year, when it came out I played the 2006 demo, so I did with 2007 one, and now I've played this. The three are totally different from each other, and it's seriously a waste of work. If you didn't insist on that, Nexus would be at least 70% completed. People are so bored about fangames, and that aspect of them bores them even more.
You know, you don't have to make things perfect, just fun. Nobody's shooting you if you aren't a perfectionist.
Hell, the original Sonic games were full of bugs, but hey, fun!
People want to play a fun game to pass their time and have fun, not some 'rocket science' tech demo.
At least, make the boss for the first zone, it isn't even there, and that's a big thumbs down.
And unlike what someone said, this isn't a Sonic CD experience, first because Sonic CD was simple and not meant to "impress" you graphically yet very aestically pleasant, Sonic CD had time zones, and it had very catchy tunes that make you replay the game for many times just to listen to them.
And at the end, it had its own unique feel that stayed with you even after you finished playing the game, Nexus doesn't leave anything to me.
This version of the Retro-Sonic engine is better than the previous (2007) one, many glitches that I saw in the previous one are now gone, but I got stuck at the first loop slope in the second level, there was a glitch that made me fall through the blocks (!), at least make the player die when he falls under the level. I either had to restart the game or wait 9 minutes and half, I did the former.
It didn't happen the second time I played the game, so I guess it isn't very serious, but should be fixed anyway as it's pissing off.

Well, these are just my opinions and criticism. You don't have to take them seriously or as an offence.
I was accused by someone to have scrouched him in the dirt, and that's a very laughable lie.
Just to let you know.


Getting the work from the old engines into the new engine isn't exactly going to be time consuming and the amount of improvement involved is going to make it well beyond worth it. If you aren't impressed with what we have here (not to sound too egotistical about this project), I doubt you will ever be impressed by much.

#30 User is offline StephenUK 

Posted 03 September 2008 - 04:08 PM

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The project looks pretty decent at the moment, but there's just on thing that concerns me, which isn't related to the demo.

I seem to remember previous screens of this game, one of which was showing Bridge Zone using the background that Rika, Cinossu and myself worked on for the Bridge Zone remake in the hack Ordos and myself are working on, Sonic Remix. I seem to recall that when I made mention of this to someone (I believe it was Slingerland), I was pretty much given the middle finger and was told that it was gonna be used in the game anyway, regardless of it being other peoples work. Is this still the case, or has it been replaced?

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