Sonic Chrono Adventure 1.1 - Released Open world 2D Sonic game.
#92
Posted 18 December 2013 - 05:06 AM
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
Posted 18 December 2013 - 11:08 AM
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.
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.
#95
Posted 18 December 2013 - 06:26 PM

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
Posted 18 December 2013 - 08:29 PM
@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???
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
Posted 19 December 2013 - 10:22 AM
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:
I would like to ask something, may contain spoilers for the story so:
Spoiler
#98
Posted 19 December 2013 - 12:26 PM
#100
Posted 19 December 2013 - 06:25 PM
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!
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
Posted 19 December 2013 - 10:02 PM
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.
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
Posted 20 December 2013 - 04:55 AM
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
Posted 20 December 2013 - 05:00 AM
LakeFeperd, on 17 December 2013 - 01:31 PM, said:
Icewarrior, 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!
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.
#104
Posted 20 December 2013 - 11:50 AM
Morph, 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.
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
Posted 20 December 2013 - 12:57 PM
GeneHF, on 20 December 2013 - 05:00 AM, said:
Ninja, this is why you PM us so we can publish things like this.
/> 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

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