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Sonic Fusion Co-op

#61 User is offline DigitalDuck 

Posted 06 July 2010 - 12:07 AM

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QUOTE (Felik @ Jul 6 2010, 06:02 AM)
QUOTE
and the level design looks almost like Sonic Rush

Sorry what? Personally I liked Sonic Rush games but I never tried to mimic their gameplay. I don't know why do you think that gameplay is like in Sonic Rush but it definitely is NOT.


Er...

QUOTE
and the level design looks almost like Sonic Rush


He wasn't talking about the gameplay at all; the way in which the levels are laid out are reminiscent of Sonic Rush - fairly linear, with a few branching paths, and the emphasis being placed on maximising the gameplay on those few paths rather than providing lots of paths.

#62 User is offline Felik 

Posted 06 July 2010 - 01:07 AM

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QUOTE (DigitalDuck @ Jul 6 2010, 09:07 AM)
QUOTE (Felik @ Jul 6 2010, 06:02 AM)
QUOTE
and the level design looks almost like Sonic Rush

Sorry what? Personally I liked Sonic Rush games but I never tried to mimic their gameplay. I don't know why do you think that gameplay is like in Sonic Rush but it definitely is NOT.


Er...

QUOTE
and the level design looks almost like Sonic Rush


He wasn't talking about the gameplay at all; the way in which the levels are laid out are reminiscent of Sonic Rush - fairly linear, with a few branching paths, and the emphasis being placed on maximising the gameplay on those few paths rather than providing lots of paths.

Oh sorry my bad. You'll probably change your mind when you play Flooded Capital though smile.png

#63 User is offline Fwiss 

Posted 06 July 2010 - 09:08 AM

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Flooded Capital reminded me of the desert level in Sonic Rush, because of both the graphics and the switches. It didn't have those annoying enemy ambush rooms, though.

#64 User is offline Felik 

Posted 08 August 2010 - 12:15 AM

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Well...a new demo

#65 User is offline Overbound 

Posted 10 August 2010 - 03:13 AM

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Every SAGE I look forward to Fusion, its always a nice mix of decent graphics, solid engine, and fast pace game play with interesting gimmicks. Unfortunately this year I have to say I am a little let down.

First though will start with the positive the presentation is great. The menus look good the in game and animated cut scenes look amazing. The engine too was solid as ever though Sonic's jump did seem a bit low to me, Knuckles jump seemed fine.

This is when I have to get ugly, but realize I only do so because I know you can do better I've seen it many times in SAGEs past. First I'll talk about Sonic's stage. The graphics they don't mesh well the the sprite, more than that they are rather uninteresting. There's a couple flowers, a palmtree here and there and lots of brown dirt. The background also has a lot of brown in it doesn't really match the 3D tiles. The brown would probably be less of a problem if the check pattern colors contrasted each other more. Right now they just look... brown.

Beyond the graphics the level is rather boring the only gimmick is saw was that pushable vine thing and 1 grind post. This is a current gen style game and I'm not expecting tons of gimmicks like Genesis games. But something needs to be done to break up the spring, run, zoom tube pattern here. In the Rush games there lots of grind posts and constantly being launched into the air and there are gimmicks too even if the Rush gimmicks don't require you to do much they are at least visually stimulating. For that matter since it looks like you are going for a Sonic Adventure feel Emerald Coast had beaches, to green style level, the whale, the jump panels. You just need something so that the level doesn't feel as if its repeating itself over and over again.

Now to Knuckles the good news is the graphics are much better than Sonic's level the whole level feels nice the water breaks up the stage nicely and I don't feel as if I'm playing the same part over and over again. Gameplay wise Knuckles level has its own set of issues. First there are parts underwater where you have to climb and since your glide underwater doesn't protect you against enemies you are venerable almost all the time. So it leads to a situation where you have to climb up a wall only to be attacked by a badnik and you have no way to defend yourself. Even worse since the badnik won't chase you most of the time you have to try and try again. I climbed one wall 5 times and lost rings every time trying to get the badnik to come down after me so that I could jump or punch him. From his original position the badnik was just about invulnerable and I could not progress through the stage because of this. The level design of Knuckles stage is nice. Like I said the water breaks up the level a bit and the swings and branches are nice gimmick touches. But at the same time it felt incomplete I had arrows pointing me to places that I couldn't seem to reach and believe me I tried. Maybe the level is just really tricky but I was never able to get all three emeralds no matter how much I climbed and looked for alternative paths.

If this had been the first time I saw Fusion at SAGE I probably could have forgiven some of its flaws. But to watch it go from what it was in years past to this was quite disappointing.
This post has been edited by Overbound: 10 August 2010 - 03:14 AM

#66 User is offline DalekSam 

Posted 10 August 2010 - 09:26 AM

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Overbound, you haven't tried the other levels now, have you? Because with that dissapointment, you're obviously playing a different game than I am. I've enjoyed each level I played as each character. Granted, Shadow isn't as much different than Sonic, but they have their differences. Knuckles' more melee based gameplay has me gripped each time I play a level as him, and Flooded Capital is a fun level Felik should be praised for. Hell, all of his level should get praise. They're full, fun, and non-linear. All the aspects of a Sonic level fufilled.

The only gripe I've got is the Homing Attack - it's well made, but it's range is throwing me off. I mean, I can't home into enemies above me? It's not broken, but it's quite frustrating to hit combos when I've gone under my target (and then I fall into spikes).

EDIT: 1,100 posts!
This post has been edited by DalekSam: 10 August 2010 - 09:26 AM

#67 User is offline Namo 

Posted 10 August 2010 - 10:40 AM

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What can I say besides awesome. High amounts of polish, good presentation, great Sonic Advance-esque gameplay. Nice going. Also, I noticed a few things I'd like to bother you about via PM.

#68 User is offline Overbound 

Posted 10 August 2010 - 03:13 PM

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Yeah this actually only applies 2 levels that are in the main game not the time attack. At the time I didn't realize that there were more levels under time attack. Most of them seem to be from previous SAGEs which is nice. The Sonic 4 level is excellent too its way better than the other green level I talked about above. I did find a bug on the moving platform though. It the platform is moving up and you jump sometimes sonic falls through the platform to the floor.

#69 User is offline Brad 

Posted 12 August 2010 - 10:30 AM

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Played through the SAGE demo.

Firstly, I love the how solid the engine feels. Everything is smooth and well animated, the opening and cutscenes look and feel professional. Physics are quite sold, the characters movements are excellent, and the menu interface is slick and smooth with lots of options.
Gameplay wise, the homing attack feels... off to me. It isn't broken, but it doesn't like me home in from all around me. The range also feels a bit short, but I don't mind that. I like how each individual character plays and the idea of the bar which gives each one a different power, though I personally dislike Knuckles'... but that's just me.
The custom music is very nice, modern Sonic styled stuff. The selection of music in the game fits well with the stages (I especially like how you put the Sonic Crackers' music).

Looking forward to this game, keep up the excellent work!
This post has been edited by Zero-Boom: 12 August 2010 - 10:32 AM

#70 User is offline Mercury 

Posted 13 August 2010 - 04:13 AM

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Has anyone else had an issue with the SAGE demo constantly registering the Up button, causing the menus to screw up and the characters to look up whenever they stop moving?

I can't access the Time Attack and play the other levels if the menus don't work! ;_;

#71 User is offline DeeNinja 

Posted 18 August 2010 - 05:49 PM

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I'm not sure if this has been stated before but...

For some reason, when I was playing against a friend of mine online, we were going to do another round. I chose Knuckles, but when he connected, the game's window went entirely black. I couldn't see a thing, yet sounds and stuff were still being played properly. He wasn't getting the problem though. Any ideas as to what went wrong?

#72 User is offline Felik 

Posted 26 August 2010 - 11:36 AM

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QUOTE
For some reason, when I was playing against a friend of mine online, we were going to do another round. I chose Knuckles, but when he connected, the game's window went entirely black. I couldn't see a thing, yet sounds and stuff were still being played properly. He wasn't getting the problem though.

Eah it's a known bug. I will fix it later.
QUOTE
Has anyone else had an issue with the SAGE demo constantly registering the Up button, causing the menus to screw up and the characters to look up whenever they stop moving?

Also a known bug. This happens because sertain USB devices are somewhat register as gamepads O_o. Will fix it later.
Also homing attack will stay as it is. I don't want to turn killing badniks into a mindless action button mashing.

#73 User is offline Azu 

Posted 26 August 2010 - 01:43 PM

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Maybe you should have fixed that up button bug. It's difficult to play with the camera scrolling up and not able to spindash.
When I pause the game, I can't continue it. It's always on "EXIT GAME".
This post has been edited by Azu: 26 August 2010 - 01:45 PM

#74 User is offline Felik 

Posted 26 August 2010 - 01:54 PM

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Ok I'll fix it when I have spare time.

#75 User is offline Felik 

Posted 22 September 2010 - 02:04 PM

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New video
Renewed Knuckles' cutscene

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