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Sonic Axiom game release thread

#31 User is offline Mad Echidna 

Posted 21 September 2011 - 04:27 PM

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View Postvexer, on 21 September 2011 - 01:24 PM, said:

Quote

One thing I feel is missing from this.

Can you please add gamepad support? It would make my day!



Multimedia Fusion comes with built in gamepad support. Just hit the F8 button to show the menu bar at the top then select File, Players and change the controls to joysick. It works perfectly with my gamepad.


Oh awesome. I tried mapping my joypad to the keyboard on Ubuntu but the dpad kept sticking. Can't wait to try true gamepad support when I get home.

#32 User is offline Mad Echidna 

Posted 22 September 2011 - 12:23 AM

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Here guys, I built a Mac version of the latest Axiom build. Install the latest version of X11quartz for best results. Get the Mac version of Sonic Axiom from your choice of mirrors.
This post has been edited by Mad Echidna: 22 September 2011 - 12:24 AM

#33 User is offline jasonchrist 

Posted 22 September 2011 - 06:39 AM

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View PostMad Echidna, on 22 September 2011 - 12:23 AM, said:

Here guys, I built a Mac version of the latest Axiom build. Install the latest version of X11quartz for best results. Get the Mac version of Sonic Axiom from your choice of mirrors.

Thanks man, you truly are a ninja!

#34 User is offline Mad Echidna 

Posted 22 September 2011 - 06:02 PM

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You a Mac user Jason? Did everything work okay? I was only able to do limited testing as I built that in a virtual machine without sound.

#35 User is offline 360 

Posted 22 September 2011 - 06:05 PM

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I PMed Scarred Sun in an attempt to give this game some more attention (via the frontpage) but she is yet to reply. I played through the game last night and reached the later levels (Mineral Mine, Glacial Galaxy) and was shocked to see that the level of quality increased. Those two zones along with Neon Night are honestly on par with anything Sonic Team has ever done. I will admit I got stuck on Glacial Galaxy's boss and gave up. Are there more zones after this? If you're reading this Vexer it would be amazing to have a level select code or something (and native full-screen support; the one downside I will criticise about the game is that the frame rate drops sometimes because you have the old-school Alt + Enter full-screen mode and no alternative).

Overall though this game is extremely good. It honestly plays like something from early nineties Sonic Team. I agree that this game is better than Sonic 1 and would even go as far as it being on par with Sonic 2. It really is that good. It truly deserves more attention than this so if anyone wants to PM one of the mods about this then go ahead. It deserves some space on the frontpage. It is criminal that this game only received three pages of feedback (Sonic Classic has over 34 pages for comparison). They're both good games and both deserve attention. I feel that Axiom has been shafted a little here.

Well done on the game Vexer. I hope this site promotes your game here because it really is amazing. Do you have any plans for further releases?
This post has been edited by 360: 22 September 2011 - 06:09 PM

#36 User is offline TheKazeblade 

Posted 22 September 2011 - 06:28 PM

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When I saw this thread, I only had a vague idea of what Axiom was, and needless to say I wasn't too hyped. But it's not very often a fully finished fan game comes out, so I gave it a go.

Wow, am I glad I did.

So:

This game is fantastic, and has a few huge things going for it: first, the art direction. Fantastic choice in sprites, but most importantly, everything meshes. The levels feel organic because nothing feels out of place within the level art, badniks and obstacles. I loved the little touch of Sonic slipping on the ice in Glacial Galaxy. I can tell you put a lot of effort in it. Great job!

Also, the music. You chose tracks that fit the zones perfectly. The tone they gave off was somewhere between Sonic CD's US soundtrack and Sonic 3D Blast (Saturn version) and it pushed the surreal aesthetic magnificently.

The level design was absolutely brilliant. They were fun, with a lot of alternative paths and I loved finding them. Utterly perfect!



There are some problems I found, however:

The delay between hitting a monitor and getting its rings was a little bit too long, which lead to some pretty pointless deaths at times waiting to go from 0 to 10 to save myself.

I can't remember the name of the lava level, but it needs major help. The spin-dash pipe is completely broken. Every time I tried using it, I got stuck inside. I would have had to exit the game were it not for being able to glitch myself back out by random combos of jumping, spindashing and peel-outs. Further, some of the lava pits are also glitchy, a lot of times after hitting the lava, I fell through the collision box and into the pit itself, where I wasn't damaged at all until I jumped back up and took damage from the surface again. This happened on a couple of different occasions. It was a great level aesthetically and musically, with some great design, but it was buggy as all get out.

Framerate issues were constant, and though it never got to be unplayable, it was a bit irritating when it constantly dropped under 30.

Animations need a lot of work; the frames themselves are awesome, but they're very choppy, some refinement is very much needed; it's especially visible in the first boss and Sandy Sinkhole's boss.

There were fairly common collision issues with the badniks.



Minor gripes: I really didn't like Sonic's muzzle color, it's really muddy looking. It would be nice to see a little bit more contrast between light and dark on the flesh colors. But the shade of blue was great :)

The sound quality of the tracks varied greatly. For instance, the shield get sound was really good, but the invincible stars song's sound quality was disgusting; it could use a better rip.


You good sir, have just made the best full Sonic fan-game I have ever played. With a little refinement on the mechanics side, this game will be right up there with the best 2D Sonics. Great art direction, great music, great design, and best of all, I didn't even know what I was missing until I played it. Bravo, sir, you must do more.

9/10, no doubt at all. A few patches and it'll be perfection! :thumbsup:

#37 User is offline Sparks 

Posted 22 September 2011 - 10:30 PM

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Well I just played this from start to end. I'll report the glitches I remembered first:
- In the 9th Zone in one of the tubes after the door opened, I kept spin dashing and peel outing to the left and I ended up glitching through a wall.
- Same zone; the fan platform is glitchy, sometimes the platform would disappear, and sometimes the fan would disappear. Sometimes however the two objects would go in opposite directions halting level progression (platform goes up, fan goes down, Sonic in the middle).
- Some objects in other zones disappeared as well. Forgot which ones.
There was some more glitches, but I forgot them due to being distracted with how fun the game was. :ohdear:

Anyway, this game really does feel like you emulated the Sonic CD levels very well. However, even when you had tons of original gimmick ideas in each zone, some felt a bit empty and straight. This was an issue sometimes in Sonic CD as well so no surprise. Either way, all this game needs (as other people said) is to have things polished up (animation, bosses, etc.) and then it'll be golden.

I'm really impressed, all I can say. Might have to try out Tails and Knuckles gameplay soon. :)

P.S. the special stages should be a bit more clear, I went to the top unaware you had to climb up after getting 35 rings. To add to that, it's a bit of a scramble to get the rings. A bit too unforgiving for a first special stage.

#38 User is offline Bobinator 

Posted 23 September 2011 - 03:30 PM

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I really enjoyed Axiom, and I really liked the heavy Sonic CD influence you put in there. The thing is, though, there's a few things that are REALLY bugging me that need fixing:

1. Minor nitpick, but why does the game's titlebar say 'sfangame'? Isn't that changeable with one dialog box in MMF?
2. Why does my score keep getting reset to 0 between levels?
3. The first boss needs some serious work. Some sound effects, some kind of warning he's going to shoot, something, because as it is, there's no way NOT to get hit by him unless you're psychci.
4. I'm at Neon Night Act 2, and apparently I'm just no longer getting extra lives for 100 rings at all now. Or for 50,000 points.

Also, this isn't a complaint, but did you use a remix of this for Glacial Galaxy? That's awesome.

#39 User is offline GT Koopa 

Posted 23 September 2011 - 07:48 PM

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I need to tell my thoughts about this game sometime.

For now, did you know Knuckles can bypass the first boss by climbing the wall to its highest point and gliding over it to the end container? I have found many strange things replaying the game as Knuckles by climbing those walls to the top. Pieces of background on the foreground, for example. I just followed what came natural to me when exploring/breaking the game as Knuckles in S3K.

#40 User is offline vexer 

Posted 23 September 2011 - 11:43 PM

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Quote

For now, did you know Knuckles can bypass the first boss by climbing the wall to its highest point and gliding over it to the end container?


I have fixed that problem as well as other bugs and posted the new links in my sagebooth.

#41 User is offline RGamer2009 

Posted 24 September 2011 - 01:05 PM

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This fangame has set the bar higher than any else I have played.

Its fantastic from beginning to end. I loved every zone, how different it was, and how uniquely it played.

The only gripe I may have is that the Special Stages may be a bit too hard.

However, the rest of the game is fantastic. Everything I said before holds true for the entire game.

I need to get all the Emeralds, and finish Tails' playthrough. Excellent work.

One question. If I update the game with a newer build, Will I lose my saves too?

#42 User is offline Aerosol 

Posted 24 September 2011 - 03:41 PM

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I'll be honest. I don't like it. Not because it's a bad game, but because it's extremely similar to Sonic CD, which I also don't like. But it is an excellent accomplishment and you should pat yourself on the back for it! Good job!

#43 User is offline jasonchrist 

Posted 24 September 2011 - 07:39 PM

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View PostRGamer2009, on 24 September 2011 - 01:05 PM, said:

This fangame has set the bar higher than any else I have played.

Its fantastic from beginning to end. I loved every zone, how different it was, and how uniquely it played.

The only gripe I may have is that the Special Stages may be a bit too hard.

However, the rest of the game is fantastic. Everything I said before holds true for the entire game.

I need to get all the Emeralds, and finish Tails' playthrough. Excellent work.

One question. If I update the game with a newer build, Will I lose my saves too?

I got lucky and found a glitch on Riptide Relic 1 where I had infinite attempts at the Special Stage. When the SS finishes you either end up back at the lamp post with the stars spinning above it, or earlier in the level with a 50+ ring count. And yes, the special stage IS hard and I'm so glad I discovered that glitch because playing as Super Sonic is awesome... although it is a little weird to see SS using Sonic 1 walk frames while normal Sonic uses 2s (not that it's a bad thing - he looks cool!).

Oh, and Vexer... PLEASE don't fix it, it served me very well.

#44 User is offline Vinchenz 

Posted 24 September 2011 - 08:39 PM

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I thought that, while the special stages were difficult at first they got easier once you got used to them. And I loved how often the bounce physics were used in them.

However, I didn't really like the special stage in general... special stages in Sonic games were supposed to be mini games, not a platforming challenge. It's not a bad platforming challenge, I just don't think it's a good special stage.

#45 User is offline vexer 

Posted 24 September 2011 - 10:56 PM

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Quote

One question. If I update the game with a newer build, Will I lose my saves too?



The newer links have the same name so you shouldn't.

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