As for the game, you should make the controls modifiable. I prefer jumping with z rather then left control. As for the Eggman/Robotnik, I prefer Robotnik but to each his own.
Retro-Sonic New Site Location, Pics and Video
#16
Posted 19 November 2004 - 05:01 PM
As for the game, you should make the controls modifiable. I prefer jumping with z rather then left control. As for the Eggman/Robotnik, I prefer Robotnik but to each his own.
#17
Posted 19 November 2004 - 05:12 PM
And then you go around telling people to calm down. I very much agree with Kles's above post.
Anyways, I remember reading about this game on the old SSRG, I think, and enjoyed playing it (and modifying the .bmps so that you could play as ROBOTINIK ((take that, bobxp =P))) I'll have to try this out again...
EDIT: Oh, and I noticed that in the Downloads section, you state that you think the final demo is coming in June, but everywhere else, you say that you think it's March.
#19
Posted 19 November 2004 - 05:22 PM
However, Simon will screw me in the ass with a fourteen-inch dildo if I don't be nice, so I'm saying no more. But please do try to be a little nicer. k? k.
#20
Posted 19 November 2004 - 05:40 PM
voice, on Nov 19 2004, 04:59 PM, said:
Soil said:
what's wrong with *.tar.gz? It's always worked well for me, unless your saying you don't know how to decompress the file.
I do know how to decompress 'em, I just dislike working with them. They are more often than not (in my experience) lame at installing things. Call me crazy if you will. But do it in a PM, and let's get back on topic.
Quote
How the hell did you do such immaculate graphic editing!?
#21
Posted 19 November 2004 - 09:06 PM
Soil, on Nov 19 2004, 05:40 PM, said:
Quote
How the hell did you do such immaculate graphic editing!?
Are you talking about the deformation effect on the text? or just the graphics themselves? if you're talking about the graphics, I've touched up the megadrive sprites using paint, and made my own gfx using photoshop and paint.
#22
Posted 19 November 2004 - 09:23 PM
Bobxp said:
Who the fuck even gives a shit? Both names are official so why bitch about it?
Bobxp said:
Telling someone to "calm down" when they speak the truth is an act of hypocrisy.
Bobxp said:
This is a fan game. You can't expect it to be 100% accurate. In fact, it's a demo and not even the finished product.
Bobxp said:
How sad for you.
I'm done.
Two thumbs up, Taxman. I've always love this game since it captures that true Sonic feeling. I look forward to the next release.
#23
Posted 19 November 2004 - 10:55 PM
Kinda off-topic, but I had the earlier demo, the one with Warehouse and Egg Garden as examples of 'home-cooked' stages (so I stole a JJ2 term... bite me), and I'm curious where you got the music for these levels (aside from Dust Hill, obviously)... that Warehouse tune kicks MAJOR ass, and I even decided to ADX it (though I tried the same for Egg Garden's, but couldn't find a suitable loop point).
If you could tell me if you made those, 'stole' 'em, or what, that'd be appreciated. Also, will there be support for looping formats like ADX or MOD/variants?
Thanks in advance.
#24
Posted 19 November 2004 - 11:04 PM
The Taxman, on Nov 19 2004, 08:01 AM, said:
Oh, there you are. Hehe
I see what my friends are talking about. You got competition man :P
I'm working with Stealth and Dr Ivo btw. Good luck with your demo!
#25
Posted 19 November 2004 - 11:21 PM
Alright, game review:
The game is mondo sweet. I like how you did everything, and the music is awesome. Everything seems well done, besides the few technical glitches here and there, like music starting up after end-level music playing, slow crawl on spindash and small jumping height. But those do help make the game special, right. Nice job, I really enjoyed it.
#26
Posted 20 November 2004 - 12:12 AM
bobxp, on Nov 19 2004, 01:05 PM, said:
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]
Post edited to show the irony :D
Anyways, yeah, it's still pretty good. The only suggestions I can make right now is lower Tails' flying speed and lowering jump height. With flying with Tails I beat DHZ in 30 seconds, and that's after I flew over the exit, got clipped on the right wall and had to drop back down and hit the sign (which also shouldn't happen, there should be a vertical line shot up across the level so as long as the sign is crossed, you win.)
#27
Posted 20 November 2004 - 02:07 AM
LOst, on Nov 19 2004, 11:04 PM, said:
I see what my friends are talking about. You got competition man :P
I'm working with Stealth and Dr Ivo btw. Good luck with your demo!
Really? Is this still for Stealth's Project Mettrix Engine or has something new been started? I know Dr Ivo had given Stealth some pointers with E02... either way that's 3 against 1! haha
On another note, while I appreciate the feedback given on the 2002 demo, you must remember that was the last version of the game before I rewrote the entire game from scratch. Bugs/Gameplay inaccuracies for it no longer exist in this engine since it's an entirely new kettle of fish:
http://www.randomson...c/NewEngine.htm
I'm going to upload a video of the engine in action soon!
#28
Posted 20 November 2004 - 02:40 AM
Even though I'm not a very good hacker, this line has me quite interested. I can see alot of potential through this.
#29
Posted 20 November 2004 - 09:01 AM
The Taxman said:
LOst, on Nov 19 2004, 11:04 PM, said:
Oh, there you are. Hehe
I see what my friends are talking about. You got competition man :P
I'm working with Stealth and Dr Ivo btw. Good luck with your demo!
Really? Is this still for Stealth's Project Mettrix Engine or has something new been started? I know Dr Ivo had given Stealth some pointers with E02... either way that's 3 against 1! haha
On another note, while I appreciate the feedback given on the 2002 demo, you must remember that was the last version of the game before I rewrote the entire game from scratch. Bugs/Gameplay inaccuracies for it no longer exist in this engine since it's an entirely new kettle of fish:
http://www.randomson...c/NewEngine.htm
I'm going to upload a video of the engine in action soon!
Uh oh. I've noticed that tech members seem to have a slightly different defenition of "soon" than the rest of us.
So I can expect to see the video around February, right? =P
#30
Posted 20 November 2004 - 11:38 AM
EHZ Boss Video
It's a bit of a bootleg quality video, but it should hopefully give you a glimpse of the scripting capabilities, and also the line based scrolling effects (if you can look close enough). The nit pickers will also notice that the bounce off the boss isn't entirely correct and that there is no skidding animation yet... but it's still all in progress remember. Enjoy!


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