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!
Sonic Nexus '08 Demo Powered by Retro-Sonic
#16
Posted 02 September 2008 - 08:06 PM
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
Posted 02 September 2008 - 08:47 PM
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
Posted 02 September 2008 - 11:21 PM
#19
Posted 02 September 2008 - 11:28 PM
Chimpo, on Sep 3 2008, 02:21 PM, said:
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
Posted 03 September 2008 - 02:37 AM
#21
Posted 03 September 2008 - 03:37 AM
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
Posted 03 September 2008 - 05:48 AM
Too bad it's using reused tiles.
#23
Posted 03 September 2008 - 06:04 AM
#24
Posted 03 September 2008 - 08:37 AM
tails92, on Sep 3 2008, 04:37 AM, said:
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
Posted 03 September 2008 - 09:55 AM
Quote
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
Ahem, and who doesn't?
Quote
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.
#26
Posted 03 September 2008 - 10:07 AM
#27
Posted 03 September 2008 - 10:23 AM
#28
Posted 03 September 2008 - 10:53 AM
#29
Posted 03 September 2008 - 02:59 PM
tails92, on Sep 3 2008, 04:37 AM, said:
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
Posted 03 September 2008 - 04:08 PM
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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