Discussion in 'General Sonic Discussion' started by Retro_Stew, Jul 1, 2005.
I have to agree. This looks better even if it is resized. More originality. :D
So awesome. Though those item boxes look massive now xD If you're not gonna resize the genny art why resize sonic?
Well since this is both Brunni's and Phoebis's project I guess both should be "teched"
EDIT: Though did both of you program this or only one?
I decided to try both demos of your project, and altough it's an early prototype, it is nicely beautiful and offers some new features that the 16-bit series don't. The first rom was a perfectly playable, altough the second had a few bugs regarding the curved ground.
With this promising fangame, you have ensured to enter the Sonic community trough the big door. I agree that your friend Brunni deserves to be promoted due to his amazing knowledge, and be sure that if you finish the project, this game will surely 0wn everything already seen on our community.
God last post in trail memebrship:P, anyway yeah definitly better with resized sprites, I cant wait for the final product.. .lol so far away yeah!
Definitly the highlight of the year, well for Sonic Fans!
Wow, this game deserves it's own website.
When it's final, pirates in asia better write it onto cards and mass-distribute it.
I wouldn't be suprised - I've seen my shadow adventure demo passsed off on chinese websites as an official sonicteam product.
OH NOS! TEH BETA! :P
I believe it was part of the original design, or else they wouldn't have bothered to implement a different behavior than "hurt by an enemy" for the spikes. In fact, I'm sure you've noticed some traps in Sonic 1 are in fact based around this.
The fix in Mega Collection was just a quick hack they made last year by hex editing the last known build.
I think they won't sell cards with our game, because it will probably be something like 64M (8 MB) when finished, and 64M cards are pretty expensive.
Yes, I tought it was too obvious to be a bug (every tester that had fallen in spikes at the middle of GHZ act 2 would have reported this "bug").
By looking at GHZ in Sonic 1, spikes was used instead of bottomless pits. So the spikes were designed to kill Sonic instead of letting him run around where he's not supposed to be.
The best way to design the spikes would be to have two sets of them, one that kill Sonic instantly, and one that works like an enemy hit.
What do you think of this hud?
Ok, you guys totally kick ass in my book. I am loving that, I hope you release a new version soon!
I have too much free time on my hands :P
Do you guys plan on adding the animated patterns?
Wow, I like that HUD. And what Rika asked, plan on adding the animated patterns? o.O
Yes, animated patterns are already implemented, but unused yet. I will animate the flowers when finishing GHZ.
guess_who> I like your boxart, but we aren't fixed on the game name for now
This looks great. ^^ I like how everything moves super-smoothly. Question; why did you use the hurt sprite for when Sonic gets bounced by a spring?
In reused the "hit" sprite script for this animation because I was missing the correct sprite. I didn't want to waste too much time on the Sonic sprite (since the advance one was maybe just temporary). It will be fixed soon.
This absolutely shits on Sonyc. :P
The new HUD and GFX look great, but can I make a suggestion? Move the SCORE/TIME/RINGS portion of the HUD over a little, so that it has the same distance from the screen's edges as the life icon does - it not only makes the HUD look a little more consistant, but also means the SCORE/TIME/RINGS won't look so cramped up, which to me it does by being so close to the screen's edge.
Might be an idea to slightly scale down things like springs and possibly monitors, too, which both look rather large at the moment (not sure how they look with the new Sonic sprite, but compared to the Advance one they looked way too big). Also, on the subject of things being too big, I have to ask - why use the absolutely huge Sonic 1 spikes? XD
On a more serious note, though, it looks kickass. I played the early testing demo, and was pleasantly surprised with what you'd come up with. Keep up the good work.
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