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Sonic Time Twisted Update Project Update 7/19/2011 Last Page

#16 User is offline Blast Processing 

Posted 14 July 2009 - 07:56 AM

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it's hard to get a proper good look at the graphics as all we can see is a youtube video, which isn't the greatest medium in terms of quality and framerate

#17 User is offline Ollie 

Posted 14 July 2009 - 08:55 AM

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The camera is better, shame about the framerate of the video recording. I have to say, I didn't play this until a few months ago, I liked it. thumbsup.png I have to say that the level art is looking wonderful. I wish I could do backgrounds. flunked.png Anyway, I'd definitely be downloading this at SAGE.

#18 User is offline Overbound 

Posted 14 July 2009 - 12:44 PM

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Glad you guys like the Camera its an exact replica of Sonic 2s thanks again Dami. Anyway here are some screenshots so you can get the exact look of the level.





#19 User is offline Blast Processing 

Posted 14 July 2009 - 12:58 PM

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your sprite artist needs to work on his consistency, Sonic's shoes changing betwen using 2 and 6 shades of red in particular

#20 User is offline Overbound 

Posted 17 July 2009 - 05:45 PM

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MFZB made me new badnik sprites for Time Twisted here's a picture of one.



I really like this sprite because it reminds me of the blue scorpion in Sonic CD.

#21 User is offline Lobotomy 

Posted 18 July 2009 - 01:11 PM

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Waitaminnit, MFZB? Mother Fucking Zebrahead Bitch!?

#22 User is offline Black Squirrel 

Posted 18 July 2009 - 01:17 PM

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My only complaint is that Sonic's jumping animation has its light source from down below, while the rest of the frames have it from above.

I think I played a demo of this last year or the year before and I must say this has certainly improved, nice job!

#23 User is offline Chimpo 

Posted 18 July 2009 - 04:31 PM

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Camera is much better, but now it exposes how bad the walk cycle is. The head is in the exact same position for the entire animation, no shift in height and it just looks incredibly stiff. Take a look at Sonic 2's walk cycle and compare it to yours and you'll see night and day.

#24 User is offline Sik 

Posted 18 July 2009 - 04:37 PM

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QUOTE (Black Squirrel @ Jul 18 2009, 03:17 PM)
My only complaint is that Sonic's jumping animation has its light source from down below, while the rest of the frames have it from above.
And the rest of the games as well :P

#25 User is offline Overbound 

Posted 25 July 2009 - 01:47 PM

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So the Sage Demo's out guys did you try it? I know its not as accurate or and bug free as some rom hacks but I still think its a fair representation of classic Sonic game play. Anyway I'd like to know what you thought was the level design good, were there any bugs I should know about, did you like the time travel.

I want to thank every one who helped me get this demo up and running. Mainly Damizean, LarkSS, and MFZB they all worked really hard and made some great contributions to the game this year that really make it shine.


Time Attack Anyone Can you beat my time?
Zone One: 1:21
Zone Two: 1:12

Website

Download

YoYoGames Page

#26 User is offline Tweaker 

Posted 25 July 2009 - 01:54 PM

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I gave it a run just a few minutes ago, and I was extremely pleased with what I played! The level design is very open and varied with multiple paths, great use of the time travel gimmick, and little feel of entrapment, the physics are very tolerable, the camera is spot-on, and even the music isn't too shabby! Your forte is definitely level design this year as opposed to last, which I had quite a few problems getting along with properly. You've definitely managed to shine as one of the best of the show this year, though!

Overall, this is a pretty solid demo and I'm pretty eager for more! Looking forward to future progress. smile.png

#27 User is offline Icewarrior 

Posted 25 July 2009 - 02:11 PM

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Graphics are nice and the level design is much, much better than the previous STT demos I've tried. The game has improved a lot since the last demo so I'm very confident about the progress of this game.

#28 User is offline Blast Processing 

Posted 26 July 2009 - 11:53 AM

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Sonic doesn't have a looking up animation, or any looking-up/crouching camera movement.

#29 User is offline Overbound 

Posted 26 July 2009 - 12:12 PM

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QUOTE (Blast Processing @ Jul 26 2009, 04:53 PM)
Sonic doesn't have a looking up animation, or any looking-up/crouching camera movement.


OMG I had no idea! :P

Seriously its fine with me if you want to point out every single little thing that's wrong. But you could at least say something else too something with a bit more substance even if its not positive maybe something that isn't blatantly obvious.

Tweaker and Icewarrior - Thanks that means a lot coming from people in this forum. It seems harder to please people around here compared to SFGHQ.
This post has been edited by Overbound: 26 July 2009 - 12:22 PM

#30 User is offline Chimpo 

Posted 26 July 2009 - 10:05 PM

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QUOTE (Overbound @ Jul 25 2009, 11:47 AM)
Zone One: 1:21


1:15. Could definitely do much better but I'm here for reviewing, not time attacking!

(Also, if you silly people must insist issuing time attack challenges, at least have a time attack option.)

This is the second SAGE game I've tried so far and I must say, I'm quite impressed, however this game still has a few issues that stop it from achieving more than just "good".

Visual wise, the game looks nice, however this is mostly thanks to the large amount of borrowed art. The original art is nice, but if you're going to put some original work in there, I suggest you put the quality up to par with the rest of the artwork you're using otherwise you just have this awful mash up. The Sonic sprite is a big criminal here. He just stands out way too much from the rest of the game thanks to all that shine you slapped on him. The animations are also a bit off. I don't know how you manage to mess up a walk cycle that was already done for you. Sonic walks with an incredible stiffness in him like he did in Sonic CD, and the enemies have some very basic animations. (Is the Rhino thing just one frame entirely? It would be nice if it had a turning animation.)

The level design in this is brilliant. It's a very nice blend of platforming and speed. The speed comes from the player figuring out the best route and using Sonic's abilities to his advantage (Spin-Dashing to get a quick boost, Peel-Out to build enough momentum to make a large enough jump and to skip an obstacle entirely, rolling down to get some speed.) The game I've tried before this depended on loops and a speed burst ability to get the sensation going, but you cleverly design the levels that it's up to the player's ability entirely to obtain it. Great job, I applaud this and hope that the rest of the levels follow the same design.

Music is pretty good. I don't know if these are original tracks or not, but they're quite catchy and memorable, exactly like they should be. Sound effects are mainly borrowed from other games so I won't comment on those.

There are a couple of things that urked me in the demo. One of them being the inability to influence Sonic's jump after taking off. It made some sections that would be a cinch in the previous games a pain in the neck as you could not slow down his momentum by holding the opposite direction, so you had to be VERY precise on when and how high you jump. It's really quite annoying and I hope you take a look at it.

The time traveling system is even more annoying than in Sonic CD. In Sonic CD, you still maintain control of Sonic after passing a signpost and you can easily cancel out of a time travel. In Time Twisted, you pass a post, you get shot ahead like a speed panel and you only have a second to react. I don't know what you have in plan for the time traveling gimmick in the future, but at the moment it seems awfully useless, as all it does is swap the way levels look. Layout, for the most part seems exactly the same and there's really no reason to travel through time, so why are there like a million signpost throughout the stage? It breaks up the brilliant fluid level design with these annoying pauses rather than benefit the game.

So far, the game shows promise, especially if the rest of the levels are as fun as these were. But the jumping mechanics, and the time traveling system is holding it back from being a truly great game. But that's why these early demos are for right? Get early impressions and tried to fix complaints! Good luck on your development and I hope to see more.

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