Sonic and Sega Retro Message Board: Sonic Chrono Adventure 1.1 - Released - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 9 Pages +
  • ◄ First
  • 5
  • 6
  • 7
  • 8
  • 9
    Locked
    Locked Forum

Sonic Chrono Adventure 1.1 - Released Open world 2D Sonic game.

#91 User is offline Mr Lange 

Posted 18 December 2013 - 01:22 AM

  • A wise guy eh. I know how to DEAL with wise guys.
  • Posts: 895
  • Joined: 27-August 10
  • Gender:Male
  • Location:The Land of Waldos
  • Project:Helix, NASF DX, Sonic Overture
  • Wiki edits:1

View PostYou-Are-Pwned, on 18 December 2013 - 12:35 AM, said:

I just hacked my way to that title screen.

Yeah... wut.

#92 User is offline Kharen 

Posted 18 December 2013 - 05:06 AM

  • Posts: 370
  • Joined: 29-October 11
  • Gender:Male
  • Location:Spokane Community College - Newport IEL
Are there any differences between the included version of Aftermath, and the version you released before? I remember that the older version wouldn't save, and so I lost interest in finishing it since I had to restart every single time.

#93 User is offline Thousand Pancake 

Posted 18 December 2013 - 11:08 AM

  • Being a food you put milk on and then eat in the morning
  • Posts: 332
  • Joined: 13-May 09
From what I've played it's a nice game. It's what I expected BTS Aftermath to be and a lot more. As I'm sure several people have pointed out to you already, the levels are very sparse and spread out.

Maybe it would be a good idea to take a good, hard look at the way you design levels going forward. Right now, they resemble Hot-Wheels tracks with occasional platforming sections scattered throughout, or Dimps levels without the cheap hazard placement.

#94 User is offline Friend of Sonic 

Posted 18 December 2013 - 06:21 PM

  • ^ My only lasting impact to the Sonic community
  • Posts: 1496
  • Joined: 25-March 05
  • Gender:Male

View PostTiller, on 15 December 2013 - 08:11 PM, said:


EDIT 2: Dat Eggman.

Posted Image

I love that Eggman sprite. Looks like the Knuckles Chaotix sprite but much better.

#95 User is offline GT Koopa 

Posted 18 December 2013 - 06:26 PM

  • Posts: 1531
  • Joined: 23-February 09
  • Gender:Male
  • Location:Elgin, IL
  • Project:Flicky Turncoat DX, T.L.W.S. Vs M.G.W.
  • Wiki edits:6
Posted Image

I got stuck here. Like, STUCK STUCK. There is an invisible platform here and no way back but to die and start over and the save point.

#96 User is offline LakeFeperd 

Posted 18 December 2013 - 08:29 PM

  • Posts: 205
  • Joined: 16-January 11
  • Gender:Male
  • Project:Spark the electric jester
@GT Koopa
No, you're not stuck.
You missed something, Still, that is a glitch, but it's not game breaking.

@ Kharen
I'm sorry to say that is the same one you played before.

@You-Are-Pwned

just... how???
This post has been edited by LakeFeperd: 18 December 2013 - 08:30 PM

#97 User is offline pablodrago 

Posted 19 December 2013 - 10:22 AM

  • Posts: 34
  • Joined: 05-February 11
  • Gender:Male
  • Location:BS AS
I appreciate the work, but I have to agree that the whole idea of powerups to open new paths is not suitable for a speed based game like sonic, even so I really enjoyed the beautiful art.
I would like to ask something, may contain spoilers for the story so:

Spoiler


#98 User is offline You-Are-Pwned 

Posted 19 December 2013 - 12:26 PM

  • Posts: 48
  • Joined: 28-August 10
  • Gender:Male

View PostMr Lange, on 18 December 2013 - 01:22 AM, said:

View PostYou-Are-Pwned, on 18 December 2013 - 12:35 AM, said:

I just hacked my way to that title screen.

Yeah... wut.


View PostLakeFeperd, on 18 December 2013 - 08:29 PM, said:

@You-Are-Pwned

just... how???


That screen is still in the game, and LakeFeperd didn't remove it. All I had to do is make a few RAM modifications to force load it.

#99 User is offline LakeFeperd 

Posted 19 December 2013 - 12:50 PM

  • Posts: 205
  • Joined: 16-January 11
  • Gender:Male
  • Project:Spark the electric jester

View Postpablodrago, on 19 December 2013 - 10:22 AM, said:

Spoiler



Spoiler


#100 User is offline Falk 

Posted 19 December 2013 - 06:25 PM

  • Posts: 1419
  • Joined: 03-October 11
From what I'm experiencing, the zones essentially have a separate "forwards" and "backwards" path which keeps things simple enough for navigation. I dig the change of pace, and at the same time I'm wondering if mixing things up in some of them where it was more of one level that you could go backwards or forwards through with the classic top/bottom routes might have mixed things up a little. The intersections with 4 exits kinda do this, as does the castle and sky empire bottom area, but that's more of one route than multiple routes bi-directionally.

edit: Watching Mega G's stream actually did cement that opinion somewhat - the number of times he went on the "return" path and followed it all the way back to where he started was pretty comical, and having the two paths at least intersect a few times might have helped. I think people just need to more properly grasp the concept of 'hey, the camera is facing this way, so if you go right, you'll end up at A, and if you go left you end up at B" which is a little different from a classic sonic game where you typically just trust the level to take you to the end even if there are sections that double back leftwards.

Overall I'm really impressed, and I really wanna see what you can do when you're no longer limited by toolset and had more manpower than just yourself to execute your ideas. Not gonna lie, I do feel that a lot of the time you put unnecessary limits on yourself!
This post has been edited by Falk: 20 December 2013 - 05:00 AM

#101 User is online Morph 

Posted 19 December 2013 - 10:02 PM

  • AKA SonicFreak94.
  • Posts: 548
  • Joined: 01-August 08
  • Gender:Male
  • Location:Utah
  • Project:SA2 netplay & hax, SADX:FE
  • Wiki edits:11
Personally, I like the concept, and it's overall pretty great, but I feel like the level design is constantly trying to find new ways to make me run right into a wall and lose all my speed. This is made worse with Sonic's suuuper slow acceleration. I feel like I almost always have to use the peel out just to get up to speed... but then I run into something again.

Needs more slopes and less ledges. Or maybe even longer stretches of land before the ledges, at least. In many cases, I find that there's just enough room for me to get up to speed, only for me to run into a wall I couldn't see. In fact, thinking about it, most of the level design is really vertically oriented in the sense that I'm constantly climbing upward and always have to jump or use yet another altitude-gaining gimmick to get over one of many ledges or platforms, and it just gets boring after a while.

#102 User is offline The Shad 

Posted 20 December 2013 - 04:55 AM

  • ↑ & ↓ & ↻
  • Posts: 3052
  • Joined: 04-September 06
  • Gender:Male
  • Wiki edits:83
Holy fuck, I stopped coming to Retro and completely forgot about this.. What a great early christmas gift! Fuck yeah, I can't wait to dig into this.

#103 User is offline GeneHF 

Posted 20 December 2013 - 05:00 AM

  • Classier than you'll ever be.
  • Posts: 7876
  • Joined: 16-May 04
  • Gender:Male
  • Location:The Windy and Ripply City
  • Project:オノマトペ大臣
  • Wiki edits:381

View PostLakeFeperd, on 17 December 2013 - 01:31 PM, said:

View PostIcewarrior, on 17 December 2013 - 12:06 PM, said:

That was a ninja release!
How come it didn't get as much attention and display as the previous games? Downloading it now!


Guess it's becuase I released it with no warning that I was going to.
Unlike ATS

And yes, now I'm able to use the ninja move: "Ninja release"
...
Too bad that's not a good thing.

Ninja, this is why you PM us so we can publish things like this. :v: Who do you think you are now, Beyonce?

#104 User is offline Strife 

Posted 20 December 2013 - 11:50 AM

  • Posts: 1181
  • Joined: 19-October 11
  • Gender:Male
  • Location:United States
  • Project:Freedom Planet

View PostMorph, on 19 December 2013 - 10:02 PM, said:

Personally, I like the concept, and it's overall pretty great, but I feel like the level design is constantly trying to find new ways to make me run right into a wall and lose all my speed. This is made worse with Sonic's suuuper slow acceleration. I feel like I almost always have to use the peel out just to get up to speed... but then I run into something again.

Needs more slopes and less ledges. Or maybe even longer stretches of land before the ledges, at least. In many cases, I find that there's just enough room for me to get up to speed, only for me to run into a wall I couldn't see. In fact, thinking about it, most of the level design is really vertically oriented in the sense that I'm constantly climbing upward and always have to jump or use yet another altitude-gaining gimmick to get over one of many ledges or platforms, and it just gets boring after a while.


This goes back to one of my core grievances with classic Sonic physics - the slow acceleration doesn't help at all.

I think this sort of gameplay style would be more enjoyable if Sonic controlled more tightly - kinda like what I did in Freedom Planet in terms of physics modifications. I made the player jump instantly to a speed of 2 pixels per frame the moment they hold right or left, and then they'd pick up speed to 5 ppf in about half a second, at which point it caps until they go down a slope or use an ability that pushes them above this speed. I think it strikes a nice compromise between speed and tightness and allows for moderate platforming precision, so long as you design your levels around it.

#105 User is offline LakeFeperd 

Posted 20 December 2013 - 12:57 PM

  • Posts: 205
  • Joined: 16-January 11
  • Gender:Male
  • Project:Spark the electric jester

View PostGeneHF, on 20 December 2013 - 05:00 AM, said:

Ninja, this is why you PM us so we can publish things like this. :v:/> Who do you think you are now, Beyonce?


Wait, I can do that?
I mean, I would feel like a jerk telling people to advertise my games not knowing if they are interest or not. Expecially retro.

Anyway, if you can pubish it I would appreciate it =P

  • 9 Pages +
  • ◄ First
  • 5
  • 6
  • 7
  • 8
  • 9
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users