Discussion in 'Fangaming Discussion' started by Hez, Jan 17, 2010.
Oh shit, I'm not sure anyone will be able to beat that.
Hahahaa! Top work hez BTW I tried the Full Screen Exe and couldnt get Full Screen on my machine. Running Windows 7 Home Premium. Am I being a tard or is there something else I have to do? I tried ALT+ENTER which you would normally use for KEGA Fusion and various other Emulators but it made no effect.
I lol'd HARD. Kudos, didn't see that coming XD
I was actually expecting it to move around and try to kill Sonic, but just the visual was good enough.
Edit: Nvm. It works. Holy crap~! @_@
KEGA Fusion's default fullscreen button is Esc... Don't know where you got Alt+Enter from.
EDIT: Also, I realize how it could sound like a bad troll saying that Esc is the fullscreen button, but it actually is. Just try it. I've pressed it many times trying to close the rom or whatever, and it ends up fullscreening it instead, and it pisses me off.
Alt+Enter is the most universally accepted key combination used to switch between windowed and fullscreen in a lot of programs since at least two decades ago. As a matter of fact, you can use Alt+Enter in Kega Fusion as well. The fact that you can use Esc in Kega Fusion is highly nonstandard.
What is he up to? lol me.
Thanks for the Backup nineko I knew ALT+ENTER did it for KEGA....
So its ESCAPE for Sonic Deh Hedgehog Classic Hez's Awesomeness Edition then?
I have no idea on how awesome it is... I took an atention on the videos... MAN, I GOT SO MUCH IMPRESSED!!!
Definitely, the best work you did in my opinion was in the Desert level. I loved that art, I loved that music, everything there is fuckin' great.
This game is pretty awesome so far. :v:
I've been following its progress on your YouTube channel.
It does lag a bit from time to time, but it's playable, and enjoyable, too.
I've also come across some bugs; general physics oddities, which I honestly don't really remember.
Another example: I was playing with my joypad, paused the game, and wasn't able to unpause it.
I've noticed you're using MMF2, did you ever try to export this with the HWA beta of MMF2?
Just a thought, it should greatly increase the performance.
Anyway, looking forward to more news on this.
I can't get MMF2 HWA...unless someone wants to send it to me? =D
(It tells me I don't have MMF whenever I try and install it)
I'm not sure what you're trying to imply, but you should be able to install HWA (Make sure to download the correct version, Standard or Dev) without any problems unless your copy of MMF is pirated.
This is really looking amazing, probably one of the best fan games I ever seen.
I'll be waiting for the full version for sure.
pirated? What's pirated? I have never heard of piriting? Like the skull and cross bones? Because I would never pirate software...ever...¬_¬
It may just be me, but every time I see those two crates, I always think that they're in the foreground at first. It's confusing to try and jump on them only to realize that they're in the background.
I tried to download the demo (which I very much want to do) but the MediaFire page just sits there forever and ever without providing a download link. Been waiting for half an hour. :P
Actually, I had the exact same problem (mediafire download continually timing out) which is rather annoying, perhaps you should consider some alternative hosting - I did get it in the end, I suspect during an off-peak time.
I think this is very probably the first fangame I've ever tried out and I am dimly aware of my own prejudice. I decided to try and share some of my thoughts on the release -
- Okay, I'll get this out of the way early because it's obvious and it's been said before. Physics. I'm not clear on the level of coding which writing a fangame entails, but whatever it is, I fully respect the decent attempt at imitating the classic physics. My problem (and I suppose this is intimately related to the fact that I have always played hacks rather than fangames where accurate physics aren't an issue at all,) is that the art itself is ripped so accurately from Sonic 1 and co that to be playing that Sonic sprite, running around levels with familiar objects, badniks, HUD and the rest of the faithfully recreated elements, that even slight discrepencies in the physics feel jarring. There's not really anything you can do about this short of translating the project to a hack, which I read hints about anyway. In a way it's almost as though you're a victim of your own success - the recreation is so accurate that slight inaccuracies become more noticable
- Having said that, the physics play well in their own right - the only reason I even notice the physics is my own expectation - as a game it works perfectly. The level design was excellent, with classic Sonic pacing and design shrewdly observed and reproduced. The only shame is that you didn't attempt more - you are unfettered by limitations, so can create any enemy you want, yet you stick with existing ones (although it's nice to see some love for the rollbug!) I have to say, even though I know it was a first zone, it was preposterously easy.
- The boss was a pleasant surprise, quite a nice idea despite being very straightforward and easy. I blew through the demo in a couple of minutes - I'm now not surprised you felt that 1 act was not enough - it really wasn't.
- 43MB for a 1 zone demo?!?! It consists mostly of graphics that were ripped from a 4MB ROM!!! It doesn't matter to me - it's not a matter of storage or bandwidth, it just seems preposterous is all.
The final word: the game seems very well executed and it definitely has ambition but it's a shame it doesn't have a little more ambition really - to create rather than remix elements of classic Sonic. As it is I would enjoy it as a momentary distraction - but I don't want to end on a low - you should certainly be proud of what you have achieved here.
I think that's the music folder (BG_Music), which is, installed, 33MB.
Btw, I may be finally able to play it today myself, as I could finally organize a 1024x768 screen. =D
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