Posted 28 June 2013 - 06:21 PM
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Truner, on 28 June 2013 - 08:59 AM, said:
The two running and the wall jumping animations could use some work and the music is horrible (and the homing attack sound effect sounds weird), but I've never seen a Sonic stage as outstandingly good looking as the one you have there... The level layout also looks pretty good.
It looks like something that could've been in Sonic 4, if it was made for the MegaDrive/32x. Download link where? :D
The music is being changed because we have a composer on the team but the soundtrack is really outdated and we haven't heard a peep from him in forever and a day. The wall jumping sprites are temporary and are being changed, and the sound affect is from Sonic 06, but thanks for the criticism nonetheless! We don't have a download yet, 2 out of the 3 zones for the demo are still being constructed. Soon my friend, soon!
Posted 29 June 2013 - 03:38 AM
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This was originally going to be a YouTube comment, but I ran out of space...
The game itself looks really impressive. I was wanting to try using Game Maker to do a Sonic game myself, and this just shows that it can be done very well. I love the graphics and the level design looks like a lot of fun and seems to have a lot to explore. The art direction is very nice, with the level graphics being remarkably sharp and detailed and an interestingly unique style used for Sonic that's rather quick to get used to and looks pretty nice. The Sonic part of the signpost was the only bad part of the graphics in my eyes, something about it just didn't seem to fit. Kind of like how not all the graphics in Knuckles' Chaotix would fit in perfectly with Sonic & Knuckles, you know? They're rather similar, but different enough that it just barely doesn't feel quite right.
Other than that, there are a couple minor issues though. First off, at the end, the timer really should stop when you hit the signpost. I'm going to assume you just haven't gotten to it yet. The other thing is that the wall jump seems much too slow. You went from zipping through at a really fast pace to instantly stopping and slowly climbing up a wall. I know the classic Sonic games weren't just about speed, but they were a lot of fun to fly through really quickly once you knew what you were doing. The slowness of the wall jump segment seems like people will pass over that route on subsequent playthroughs so they can keep their momentum, regardless of whatever advantage the route may have. If you were to double, or even triple the left/right speed of the wall jump, it might be a bit better. I mean, Sonic Generations had a wall jump, but the way it was done still felt like you were moving really quickly. This one reminded me a lot of the Sunsoft NES Batman game instead.
Long story short, VERY impressive showing. I already know that I'm going to play the demo the first chance I get and most likely love every second of it (especially to see for myself how well Game Maker works for a Sonic fangame), but there's still a little bit of room for improvement.
Posted 29 June 2013 - 10:24 AM
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Thanks for the feedback!
Here are the first screens of Corrupted Canyon
Posted 29 June 2013 - 11:48 AM
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The sandhills in the background could use some variation and just a little bit of extra shading. Otherwise, the zone looks sweet.
Posted 29 June 2013 - 12:01 PM
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Thanks! It took me an eternity to find the sandhill sprites so I kinda whipped them together pretty quickly lol
Posted 29 June 2013 - 02:07 PM
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This might seem like an odd request, but do you think you could have a download for the project file when you release the demo? Like I said earlier, I'm really wanting to try making a Sonic game through Game Maker, and it would be helpful to see how the process goes. (No, I wouldn't use any of the art, levels, enemies, etc. I just want to know things like collision, tile size, backgrounds (How on earth did you manage animated backgrounds?), and things like that are set up. The way I'm doing things now for a different game, the entire level and the backgrounds are all single massive images drawn up in Paint, layered for parallax in Game Maker, and invisible objects placed in front)
Posted 29 June 2013 - 02:23 PM
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Kharen,
Have you tried fiddling with the existing Game Maker Sonic engines, like Sonic Dash?
http://forums.sonicr...showtopic=24554
Posted 30 June 2013 - 02:08 AM
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Oh, I've downloaded a couple different engines to look at, but I haven't had the time yet to go through them. I'm still learning, and I'm doing something a bit simpler than a Sonic game for a first project. I'm planning out a Sonic game for when I have a bit more experience and feel I'm ready to give it a try. Right now, I'm having trouble with basic collision. I'm doing a short MegaMan game to learn basic side-scrolling, instance creation via shooting, etc. and I keep having MegaMan occasionally "land" on the ground after a jump, but still floating about a pixel or so above the ground. It only happens sometimes, so I can't really figure out what I did wrong. I'm looking through a completed engine to see how they did it. (I have the Lite version of 8.1, so most engines don't work for me since they require Pro. I'm waiting on upgrading until I feel I'm skilled enough to warrant the purchase.)
This post has been edited by Kharen: 30 June 2013 - 02:12 AM
Posted 30 June 2013 - 02:27 AM
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Kharen, on 30 June 2013 - 02:08 AM, said:
I keep having MegaMan occasionally "land" on the ground after a jump, but still floating about a pixel or so above the ground. It only happens sometimes, so I can't really figure out what I did wrong.
You are probably only stopping the character when the ground gets within a given amount of pixels reach. Since the character can move at speeds well above 1 pixel/frame, its possible to overshoot the "ideal" distance. Then you have to adjust the character's Y position based on the measured floor distance. But lets not offtopic the thread.
Posted 02 July 2013 - 05:18 AM
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Level art in Sonic games is pretty simple - foreground colours are usually made different from background colours so that they "pop out". The reason your levels may look cluttered is because you're not doing that (also your lighting is all over the place in those deserty shots - the background is both lighter and darker than the foreground which doesn't make much sense... and it's also quite orange)
Posted 03 August 2013 - 09:40 PM
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Sorry for taking forever and a day to reply. I will make changes to the graphics for the final release, and leave them the way they are for now.
Besides that, we have a trailer for the demo! It will be at SAGE 2013 this year.
My link
Posted 27 October 2013 - 09:22 PM
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Hello there guys, first post here so take it easy on me. ^_^
Recently I've started to work on Act 2 for Shimmering Shores Zone.
I've also tried adding a pipe system to Act 2 to act as some sort of gimmick to compliment the water features in this act.
Any suggestions on the pipe? I know for a fact someone will say it's really out of place.
Posted 27 October 2013 - 09:51 PM
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Back when Sonic XG was a thing they used a very similar kind of Lava Reef pipe in their GHZ level. I think if you edit the colors to match the foreground it may flow a bit more.
Also it looks slightly out of place because it looks pasted on top of that wall. I know this description may be a bit poorly worded, but maybe you could remove that rectangle shape of wall directly behind the pipe's entrance.
This post has been edited by Dark Sonic: 27 October 2013 - 09:53 PM
Posted 27 October 2013 - 09:52 PM
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The sprite work and music are clearly a huge work in progress, but I'm floored how much attention the level art got here. Very nice visuals, and the layout looked pretty fun.
Posted 27 October 2013 - 10:15 PM
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Dark Sonic, on 27 October 2013 - 09:51 PM, said:
Back when Sonic XG was a thing they used a very similar kind of Lava Reef pipe in their GHZ level. I think if you edit the colors to match the foreground it may flow a bit more.
Also it looks slightly out of place because it looks pasted on top of that wall. I know this description may be a bit poorly worded, but maybe you could remove that rectangle shape of wall directly behind the pipe's entrance.
I'll take that up with Delta on the issue of its color, I had a feeling the pipes didn't look right. Also, is that what you meant?
.Luke, on 27 October 2013 - 09:52 PM, said:
The sprite work and music are clearly a huge work in progress, but I'm floored how much attention the level art got here. Very nice visuals, and the layout looked pretty fun.
Thank you very much! =) Just trying to make the level as non linear as possible. lol