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Sonic Gemini by DM Ashura Yeah, I'm sorta going by Overbound's example.

#16 User is offline Ayla 

Posted 25 July 2009 - 03:40 PM

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were there any complications on the act 1 design? Did it all work well? I'm allowed back online now, so I should be more useful from here on out. Sorry I let everyone down on that second act. I have something really cool looking, but I lost the other four pages to act 2 >.> but I have the first one still in the notebook and it looks really cool and stuff and I'm rambling.

#17 User is offline Chimpo 

Posted 25 July 2009 - 06:22 PM

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Please tell me there is a window mode for this.

It won't let me go to the option screen to see if there is. Fullscreen just looks awful since it's blurry to hell and the demo is running at a whooping speed of 35 frames per second. (Holy shit, really?)

I apologize if I sound like a dick here, but did you guys rush to get this out? Because it's clearly showing.

#18 User is offline Ollie 

Posted 25 July 2009 - 06:42 PM

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F4.

smile.png

#19 User is offline Chimpo 

Posted 25 July 2009 - 06:46 PM

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QUOTE (Ollie @ Jul 25 2009, 04:42 PM)
F4.

smile.png


Thank you.

Visuals don't look blurry now, so they're at least decent looking, although incredibly small.

...but the frame rate didn't improve at all.

------

Frame rate improves dramatically during Bonus Stage but....



You might want to fix the entrances after you get out.

#20 User is offline The KKM 

Posted 25 July 2009 - 08:23 PM

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I went the whole demo on the speed of 11 frames per second.

#21 User is offline Overbound 

Posted 25 July 2009 - 09:06 PM

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QUOTE
In any case if this is not written in an actual programming language this topic doesn't belong in this forum, more like gaming discussion.


That's LoLz because Time Twisted is built in the same thing and it was Moved here.

But eh the demo is a nice start but defiantly a start. I think its clear to me now that DM Ashura is going to have to use GSI to get this game running at a reasonable frame rate. Other than that I could go over the little stuff that is wrong but I think we all know you guys just ran out of time so its not really needed. The graphics are sweet and the engines off to a nice start I'll talk to DM Ashura about improving a few things when I see him online. Until then props for a cool demo.

#22 User is offline Sonic Warrior TJ 

Posted 26 July 2009 - 12:34 AM

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Same to you man. I can't wait to play more...

#23 User is offline Matwek 

Posted 26 July 2009 - 02:25 PM

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Nice to see my art actually in game, seems strange after all this time to see the whole thing in motion. I did notice you used a few out dated bits and pieces but I assume that was down to the rush.

What did people think of the level layout? Obviously some sections don't quite work as intended as the object/gimmicks aren't implemented yet. First time I've ever done it so wondered if people had any advice or criticism for what I was doing right/wrong.

#24 User is offline Mr. Mash 

Posted 26 July 2009 - 02:33 PM

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QUOTE (Koi Kami Mauro @ Jul 26 2009, 02:23 AM)
I went the whole demo on the speed of 11 frames per second.

I'm getting 7 on my netbook that I use for all my emulators.
argh.gif
It looks awesome but, unplayable for me.

#25 User is offline DalekSam 

Posted 26 July 2009 - 03:33 PM

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pfft, I can get a clean 60 fps with all my normal windows open (firefox 3, x chat)

#26 User is offline BadCopNoDonut 

Posted 26 July 2009 - 05:04 PM

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QUOTE (DalekSam @ Jul 26 2009, 03:33 PM)
pfft, I can get a clean 60 fps with all my normal windows open (firefox 3, x chat)

How on earth are you pulling that off? You have a ridiculous amount of RAM or something?

#27 User is offline Overbound 

Posted 26 July 2009 - 05:53 PM

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There's a new version out with GSI it makes the game run much much better, by deleting objects that are off the screen.

#28 User is offline NHY 

Posted 26 July 2009 - 08:20 PM

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From playing the demo, its clear that a lot of work needs to be done, engine wise. I came across a lot of glitches and oversights, such as sinking to the bottom of sand trip ( ? ) but not dying, animation problems, things like that. I understand its at an early stage but I really don't think this should have being released in its current state, you should ignored SAGE and just worked on it at your own pace, just my opinion.

That aside, I was very impressed by the graphics, reminds me of the style used in Choatix, though I'm not a fan of the full screen either. The music was good as well.

Just keep working on it, iron out the problems and you'll be onto a winner and for the love of god, DON'T RUSH IT. I feel you rushed here and its shows, please slow down!

#29 User is offline Chimpo 

Posted 26 July 2009 - 10:36 PM

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(This is based off the initial demo. I have not had time to try this "NEW AND IMPROVED!" demo)

I really don't know where to begin with this.

I think you should have skipped SAGE altogether as what you've put out so far is an incomplete project that fails to show whatever you had envisioned. The whole point of a demo is to get people interested by showing them a small taste of what the game has to offer. This demo has showed nothing other than some pretty visuals and okay music.

Visual wise, this game is pretty good. Lovely foreground, okay backgrounds, and some nice revamp art for Sonic with an okay Metal Sonic which is obviously WIP. (Signpost is hella ugly though.) No real complaints graphically.

The music is "okay". Nothing wrong with it, but it's not exactly inspiring or something I would like to listen to while playing a video game. There's no real catchy melody playing throughout the song so it's mostly forgettable. Sound effects are borrowed from other games so I won't comment on that.

Level design itself however, is pretty horrid. It's just a bunch of downward slopes here and there with some walls that stop you from advancing after you build up speed from these slopes. Sonic has one hard as hell time getting through those loops, even after building up momentum, and some of them are just placed in some pretty pointless locations. (The one on your website's screenshot for example.) It's not fluid at all and I hope you take a look at it.

By the name implied "Gemini", I was hoping to see some actual use of your main gimmick here. Unfortunately, I am left with nothing. Actually, that's how I'm left with this demo. It's just Sonic and his useless counterpart going through a boring level with nothing to do. No enemies to fight, no real puzzles or gimmicks to overcome, nothing.

On top of this, the game suffers from some serious performance issues. There is absolutely no reason why I should be running this at 30fps. I'm not playing Crysis here, I'm playing a 2D platformer where the only two things I can see are rings, Sonic, and Metal. Not to mention the numerous bugs I've encountered such as losing control entirely if I run too fast and hit a wall, animation screw ups, and collision detection. The partner A.I is pretty awful on top of that, even worse than Sonic Advance 3's stupid asshole buddy that hit things you didn't want it too.

Obviously you could have much more in store for the future, but so far this demo shows absolutely nothing. You really should have held off from SAGE and released a demo when you actually had something to show, otherwise this has left me with a dry taste in my mouth. I seriously hope you guys have something to show for next time you release a demo, because right now it's a pretty lackluster game.

#30 User is offline DM Ashura 

Posted 27 July 2009 - 12:56 AM

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We're aware of most of issues our game currently has, but appreciate you listing them. They will be fixed in future demos. However, my plan this SAGE was to give people basically a progress report of where we are, so I had no intention of skipping SAGE. smile.png
This post has been edited by DM Ashura: 27 July 2009 - 01:01 AM

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