Discussion in 'Fangaming Discussion' started by Ozcrash, Sep 30, 2012.
Why did you record your monitor?
Record at half-size and 30FPS.=E
I can't see anything with that type of recording though. At least barely.
Tried to download; not only was the download method really sketchy (It's packaged in a downloader thing that wants to install like a billion programs on my machine), but once I finally got through it all, the main EXE got flagged as spyware. I'm not saying that's your fault or intentional, but you should reconsider where you host the file, dude.
That said, I checked the video of the most recent version before your screen recording, and it looks really impressive, especially for a Blitz project. The Screen recorded video looks pretty good from what I can see, too, especially since you got the following working better.
I tired it, and this isn't the worst BlitzSonic engine I've played, but this isn't the best either. At last in Seaside hill. The characters where jumping all over the place and Sonic or any lead character just snaped o the rail automatically in the being of the stage.
Gonna have to agree with Azu here. It's not bad, but not good. Generally unimpressed. I feel like there are a lot of things that could have been done better, honestly.
To elaborate: that was my impression based on the footage you showed. When I have the time to, maybe I'll download it and give some more details.
Sonic still has that slippery physics.
The homing attack needs work..
At times the music doesn't play.
Looks like some the shaders needs some work.
Green hills Skydome randomly disappeared.
There doesn't seem to be a way to change the controls
Honestly, it looks like you tried to work on the features of the engine instead of actually making a solid engine.
In all actuality, this is a pretty solid effort. If anything, you've made a pretty solid BlitzSonic game, but in all actuality that's faint praise. The Seaside Hill level is actually pretty well developed, though the linearity and narrowness of the paths through most of it makes it feel more like Sonic Rivals played out in 3 Dimensions rather than Sonic Heroes.
Although you warned that this engine was not intended to fix physics... well, physics are an important part, and they're still as slippery as any other BlitzSonic level out there, so it's difficult to really differentiate it from anything else out there. Movement really needs to be tightened up, and if you could develop corresponding animations to further make movement feel natural, I think it would do wonders for how the game feels and handles.
As far as mechanics go, the word spammable comes to mind. Sonic's homing attack and spindash both seem very abusable, as does Tails flying, at least when it comes to the test level, and definitely in his ring bombs. I would suggest limiting the number of ring bombs Tails can launch per-takeoff to between 3 or 5. Finally, Knuckles needs more air-loss in his gliding. There's no reason not to use it as opposed to running, because it's faster, and doesn't lose altitude enough.
Overall, a solid effort on a BlitzSonic level, but not so much if you're trying to overcome the engine's pre-baked limitations. I think it needs a bit more work.
Well, I gave up on the video. A complete overview video is great, but to be honest I would like to just have seen it in proper action. Soooo I'm downloading now. Also don't be so arrogant on how good it is. Let the players be the judge of that (I am guilty of doing the same on numerous occasions).
Alright got it downloaded. Well the camera in the video definitely made the menu look better than it actually was. I didn't like the low quality of it.
Then, in the level, it initially felt good, but only went down from there. I don't know whether the problem was poor level design or poor engine (although I'm pretty sure it's a combination of both). The homing attack felt sharp and went where I wanted it, that wasn't a problem at all. The characters worked great, I had no problems switching or using their abilities. But then I had problems like walking up walls, being boosted into boosters and stupid camera switching when there was no need for it.
The first few enemies I encountered attacked instantaneously but then just sat there as I blew them to smithereens. I didn't get to see much of the level though because every time I tried I slid right off the edge into the weird underwater section that killed you after 15 seconds. Unfortunately since you were using Blitz you were also limited graphics wise which is a shame to be honest.
On the plus side though, I had no problems running it and the controls seemed easy enough. Ran smoothly with no lag at all.
I say it is a good start but needs a lot of improvement.
Also, I'm curious as to why you chose to use BlitzSonic as a base rather than making your own Blitz engine or even use something else (IMO better) like UDK or Unity?
Ok, well I'm not going to force you to but if you intend on making any other fan-games in the future I highly recommend you learn how to. Even better if you make a custom engine in C++/DirectX but that is quite a leap from Blitz so I do not recommend it as something to go to straight away.
I'd recommend use SonicGDK, learning Kismet is a bit difficult, but It's not hard, It just plugin nodes. Learn uscript will be hard if you have no experience, although it is said to be similar to java.
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