But otherwise really stellar! I look forward to seeing more.
Sonic Zero: Remastered
#16
Posted 15 August 2012 - 11:34 PM
But otherwise really stellar! I look forward to seeing more.
#17
Posted 16 August 2012 - 07:16 AM
This is what I thought of it:
- The level design was great! I liked the gimmicks.
- Get to The Goal lagged for me (like RGamer), on a computer that runs Generations, GTAIV and BatmanAC just fine. I dunno how this could be fixed though.
- The thing that was off putting was that all the levels in the 'hub world' weren't Tidal Tubes themed. Maybe you could change the hub or make it a bit like SAdv3 where there's a main theme in the hub and all the missions that you find in that hub are related to that level. Maybe once you've completed it, you could move onto a different hud like Palmtree parkway?
- Great character choice; I liked the input of Amy.
Overall though the game was good; a few tweaks here and there would improve it drastically. (not that it's bad now or anything)
#18
Posted 16 August 2012 - 09:31 AM
Minferno, on 16 August 2012 - 07:16 AM, said:
Separate hub-areas with each zone's theme like in Kirby's Adventure. Ingenious.
You guys clearly made a great demo- the fans have been inspired!
Seriously, the hub and mission concept was a smart way to go.
We got the chance to sample a little bit of each zone and what the mission-oriented gameplay was all about.
A lesser team working under a deadline would have cut zones and featured only a single level, but your demo felt very complete.
#19
Posted 16 August 2012 - 06:19 PM
Xeric, on 15 August 2012 - 03:41 PM, said:
I've been waiting so long to play this and I wasn't dissapointed. Amazing work, guys.
Is the Battlebird armada still in the game then? The end sign post confused me a little.
bluejayfusion, on 15 August 2012 - 10:36 PM, said:

He's only on the sign still because I haven't designed a new Eggman sign yet for normal mode. :V
bluejayfusion, on 15 August 2012 - 10:36 PM, said:
Maybe Sonic being stuck there and going through portals to complete missions is somehow part of the plot line.
In later builds, Tidal Tubes will have its owned themed "race" level, as well as other zones.
When recording the AI, I made the bad assumption that a lot of speed runners would play the demo, so I tried to keep Amy from being too easy. When you play as Amy, Sonic is a bit more merciful. Tidal Tubes is also designed with speed-runners in mind, as well as normal players.
bluejayfusion, on 15 August 2012 - 10:36 PM, said:
If its a water ruin, might I suggest Sunken City Zone. If it's a sewer, how about Mystery Mire... oh Zelda reference.
Definitely considered, but it is meant to be a sewer, not a ruin. It was a spare tileset Gamernerd had contributed to Sonic Zero and I wanted to make some use of it (some of its parts are re-used in Tidal Tubes and Madcap Mine, to imply the sewer is somewhere between the zones).
RGamer2009, on 15 August 2012 - 11:34 PM, said:
But otherwise really stellar! I look forward to seeing more.
AerosolSP, on 15 August 2012 - 02:21 PM, said:
The lag seems to be a problem still on a lot of computers, so there's been a lot of tweaking going on to increase optimization, but the Team will probably not release a newer version until the After-Party build (which will likely be around Christmas). The issue was something in the Get to the Goal mission specifically, and not any other level. It's an embarrassing glitch since we ran short on time and couldn't get all the beta-testers on board, so this demo was a jump into the dark, and something the Zero Team isn't going to repeat. The no bubbles/no drowning glitch is also being fixed. The cause is when you die underwater and regenerate at a checkpoint underwater (if water levels are hard though this might be advantageous
If you are having lag, the Zero Team invites you to help us beta test newer builds so that we can be sure the lag problem is gone. Just send Kaosu or me a PM.
Glad to hear people like the result so far though! Any input and glitch reports is highly appreciated, and we've had plenty of both this year (lol). Not a bad thing though, it means the Team is taking the feedback to make sure these problems are eliminated.

Here's a mock up done for a new HUD in the Badnik Beatdown mission. Does the HUD seem to help? Death will also be disabled in the mission. The Mission Hubs will have something similar, but with a Mission counter.
tl;dr: glitches will be fixed, mission mode will be heavily expanded in later builds, more fun to come at Christmas
#20
Posted 17 August 2012 - 10:01 AM
This is just my opinion, but I don't think death should be disabled. How could you lose? Maybe you could only have 1 ring that you are automatically given at the start (you fall onto it or something) and you have to keep it otherwise you risk death.
Also, do you need level ideas for future hubs? Because I have quite a few ideas for levels that I probably wont be using anytime soon (I swear I've said that quite a few times now in this forum :I)
#21
Posted 28 August 2012 - 12:50 PM
Impressed with what you have so far. Lush authentic graphics and music, good level gimmicks and the mission mode adds some nice variety, I must agree that Palmtree Parkway is the high point of the game.
You also implemented Amy well. Only things I can see off are the lack of instant duck and the spring boost from using hammer attacks.
Only problems otherwise is the aforementioned screen stretch caused by water and the lack of a pause button.
#23
Posted 29 November 2012 - 02:28 PM
Deef, on 29 November 2012 - 01:27 AM, said:
Details? The file is still present on the SAGE 2012 booth page.
#24
Posted 30 November 2012 - 08:17 AM
Oh, nevermind. I just whacked the URL into a download manager and that did it.
#25
Posted 19 May 2013 - 01:58 AM
Kaosu and I are looking for fan games (or rom hacks?) that have steady progress, and that the accumulation of Zeros assets would actually advance said fan game towards closer completion. If your fan game only has one zone done, you might not be the best applicant. If your game has several zones made and is closer towards completion, but maybe has a zone or two that are lacking in quality, this might be more ideal.
On the table are the following:
- Palmtree Parkway Zone
- Snout badnik, Worm badnik, concept art, level maps, graphics, level gimmicks, etc.
- Tidal Tubes Zone
- Sub-bubbles badnik, Dragonfly badnik, Otter badnik, concept art, level maps, graphics, level gimmicks, etc.
- Unfinished Assets
- (Electric Enclave, Quirky Quarry, etc.)
- Concepts for other Zones
- Misc
- Amy, Power Ups, leftover badniks and bosses, smaller stuff
This includes any gimmicks and enemies that are already in each zone, sprited, programmed, or both. This also includes anything you saw in the 2012 demo. Not sure about Kaosu, but I'll try to assist in bringing the zones over. Also included will be stuff such as concept art for uncreated gimmicks, and assistance in finishing the zones level layouts. Note: I won't be able to assist in porting things at a programming level to your fan game.
The assets won't be handed out publicly, so contact me via PM or Skype to apply for these assets, or post here if you have an inquiry about something specific, questions about the assets, Zero Remastered in general, etc. Kaosu and I would love to make sure everything doesn't go to waste, off to a good home. If your game is not made in Multimedia Fusion 2.0, then everything you acquire will have to be recoded from scratch, obviously.
So basically, if you have a fan game and you need material, acquire within.
skype: sondrogomez
email: [email protected]
Samples of what to expect:
(The whole 2012 demo)



#26
Posted 19 May 2013 - 05:18 AM
#27
Posted 19 May 2013 - 07:10 AM
#28
Posted 19 May 2013 - 08:09 AM
Talk to me on Skype, guys. Might put some of these things to use in Sonic Edge.
#29
Posted 19 May 2013 - 02:21 PM
Bubble Bubbles are fucking genius.
#30
Posted 20 May 2013 - 12:30 AM
Tiller, on 19 May 2013 - 02:21 PM, said:
Bubble Bubbles are fucking genius.
As for updates, Palmtree Parkway and Tidal Tubes look like they're going to Sonic Time Twisted. Electric Enclave is going to Sonic Edge. Strife is currently looking through enemies and gimmicks of interest. With the main zones going to Twisted, and various things being redesigned for Freedom Planet (to help make them original, and or get rid of the Sonic look) I don't think similar content should be a problem.
I'm thinking about making the remaining assets public and letting whoever wants what claim them. Keep in mind some stuff was contributed by other members so the works will be labeled and you'll still have to give credit to them. Sound like a good deal? It's mostly stuff like unused sprites and unfinished zones.
As for Amy, it looks like she might end up in a later release of Sonic Worlds Delta, to be used as a tutorial on how to make a character that isn't just a Sonic clone.

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