Seriously though, its looking good so far Hez. I honestly want to see more of that stage you cut the video out on, it looks like it could be a fun, fast-paced hydrocity-esque water stage.
...how does one do this? EDIT: Also figured out what caused my lagging while recording. None more of that =D
I'm pretty sure you just send it to Smidge, or whoever handles file maintenance on SFGHQ these days. I haven't frequented there in ages.
http://youtu.be/XSQAS0vFebU Kind of less laggy, ends up it doesn't like recording unless I'm running a compiled built. Save method is also causing lag, so I'll have to tweak that. Drill Base is laggless, which is what I was shooting for.
Dropbox has a rather low bandwidth cap. SFGHQ and/or a torrent (if you can find someone with a seedbox) would be a good option.
Sonic is looking awesome, the levels look beautiful, as do the layouts. However the bean shaped spin dash looks wrong as fuck and the music (sorry to say this) is absolute arse gravy! It sounds like it could be from absolutely anything BUT a Sonic game.
You think so? I thought it was as classic as it gets for original music in terms of recent fangames. Especially the menu themes.
I have to agree with Falk. It sounds like something that Sega would have made if they made more 2d games in the late 90's (Drill Base actually reminds me a little of Megaman X for some reason). Hez, as you make this game, the one thing I'd recommend to keep in mind while you are making any water levels is the background. In Hazel Hill it looked weird that the background underwater was the same as above water, and made it seem like the entire valley was flooded (and magically un-flooded when back above). This isn't to say the Classic Series didn't have that problem (I'm looking at you Carnival Night), but its something I noticed when playing the first game and probably one of the few aesthetic flaws. But so far this is looking good and I look forward to playing this one when you're done.
You know what? I hate the 360 rotation of the sprite. I hated it in Classic, too. Is there a way you can limit the rotation of the sprite to 8 directions? Well I mean there is a way, I know there is. But will you be willing to include it as an option, atleast?
If there is a way, I would love to know what it is, because the Worlds engine has it set that way, as well. =P
I don't know how to specifically do it in Sonic Worlds, but it's a matter of "assigning" a rotation to certain angle ranges.
I had help getting 8 directions implemented into Sonic Worlds a few years ago, but didn't use it because, well http://www.youtube.com/watch?v=KgB0mvI-e-Y (ooold video) 0:30 Rael and I couldn't figure out how to prevent a normal rotation from occurring if Sonic ran off a ramp like that. Of course, this is a problem from two years ago, so I wonder if a solution has been found somewhere. Even then, it still just rotates the sprite to 8 angles. I don't know if there's a way to assign a smooth rotated sprite for each angle detection. Translation: >Sonic Worlds