bobxp, on Nov 19 2004, 01:05 PM, said:
Dude, calm down (no pun intended).
Well, as for the game, it's great. But where are the bosses? Also, you've got some scalars wrong: rolling wears off too fast, you can accelerate too much, you go flying really high if you run off a vertical wall (which allowed me to see the background change in egg garden 1), and horizontal movement while jumping is too little. And to top it off, the flame shield makes you accelerate waay too much.
What did you use to make the game? I'm guessing TGF or whatever it was that most of the game on sfghq.com were made with, because of the menu...
EDIT: [MUCH MORE ANGRY THAN BEFORE MOOD]AND YOUR FUCKING GAME CRASHED WHEN I TRIED TO LOAD DHZ PAST ACT 1, AND SOMEHOW IT STOPPED ME FROM BEING ABLE TO USE 32-BIT COLOR ON ANY RESOLUTION HIGHER THAN 800X600. FUCK YOU.[/MUCH MORE ANGRY THAN BEFORE MODE]
First off, chill out, Bob. I have problems with the old demo, too, it's nothing to get worked up about. =/ Curious, though, that the non-souped up version of that 2002 worked fine for me.
Secondly, that's basically a slightly upgraded version of the 2002 demo, so it's very old. He's been working on it for two years since the main part of that original demo was made, and since then has completely rewritten the engine to handle much more like the original Sonic games. Hopefully by the game's release in 2005, all the problems you mentioned should have been completely ironed out.
Thirdly, if you'd read the sections on his site, you'd have learned that he's programmed the game himself in C++, rather than using a program such as TGF or the like.