12-30-2011, 01:53 PM
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[FANGAME] Sonic Z
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12-30-2011, 05:46 PM
THE DEMO IS READY!
It's quite huge, though, I guess... It contains Emerald Shores Act 1, Act 2, Vs. Boss and Special Stage 1. Basically, what you saw already in that playthrough video of that zone (if you've seen it). >>DOWNLOAD<< Enjoy! C+C please!
01-01-2012, 05:07 PM
(This post was last modified: 01-01-2012, 05:09 PM by Herr Doctor.)
01-01-2012, 07:56 PM
(This post was last modified: 01-02-2012, 09:12 AM by DJane Coco.)
(01-01-2012, 05:07 PM)Herr Doctor Wrote: Holy Christ, 20MB. Just use another file for the music or something, OGG or something. 1. Yeah, I'll probably use some DLLs for the music later, to reduce the filesize. 2. Considering this is a "small" fangame, I don't bother redoing the entire engine. It's not like this is Mushroom Kingdom Fusion
01-02-2012, 03:42 PM
Secret Hideout - Act 1
Sonic Advance with no slopes is just a 2D Sonic Robo Blast 2.
If your engine can't even use damn slopes I suggest you recreate the engine before you create so much stuff to the point where restarting would be a huge loss. Thanked by: Proton, AManofClay, Alpha Six
01-03-2012, 09:38 AM
(01-02-2012, 11:41 PM)Iceman404 Wrote: Sonic Advance with no slopes is just a 2D Sonic Robo Blast 2. This game will be without slopes. My next Sonic games probably will contain some. That a Sonic game without slopes can also play fine has already been proven by Sonic Origins. It just doesn't play like a normal Sonic game. If they are that essential to you, I guess you sit this one out.
01-03-2012, 11:14 AM
(This post was last modified: 01-03-2012, 11:14 AM by Herr Doctor.)
(01-03-2012, 09:38 AM)DJ Coco Wrote: It just doesn't play like a normal Sonic game.Yeah, and I think there lies the problem, your game has an identity crisis. The physics are pretty Sonic like but the level design is more like a Mario kind of platformer. The result is that your game feels weird to play, as your level design and engine pretty much contradict each other. It doesn't really work. Thanked by: Alpha Six
01-03-2012, 11:29 AM
(01-03-2012, 11:14 AM)Herr Doctor Wrote:(01-03-2012, 09:38 AM)DJ Coco Wrote: It just doesn't play like a normal Sonic game.Yeah, and I think there lies the problem, your game has an identity crisis. The physics are pretty Sonic like but the level design is more like a Mario kind of platformer. The result is that your game feels weird to play, as your level design and engine pretty much contradict each other. It doesn't really work. Not really. It's just a different type of level design. The physics go well with the engine. On a sidenote, some of Generations' classic level design is similar to mine.
01-03-2012, 01:17 PM
(This post was last modified: 01-03-2012, 01:19 PM by Herr Doctor.)
(01-03-2012, 11:29 AM)DJ Coco Wrote: Not really. It's just a different type of level design.Yes, and I feel the physics do not work with your kind of level design. Quote:The physics go well with the engine.... Moving on. Quote: On a sidenote, some of Generations' classic level design is similar to mine.Really? Because I don't see the similarities at all.
01-03-2012, 01:21 PM
Is it the end of the world if a Sonic fan-game lacks slopes?
Slopes are pretty tricky things to make as far as I can tell. I am sure there is a way to 'fake' loops, like using paths and "image_angle", no matter the engine. Creativity usually leads solutions and even opens up new possibilities. Try to find ways around things before you dismiss them.
01-03-2012, 01:25 PM
(01-03-2012, 01:21 PM)NICKtendo DS Wrote: Is it the end of the world if a Sonic fan-game lacks slopes? I could do slopes, but I won't redo the existing levels as it takes eternity to make one. Like stated before, I'll do those in further games. I could also do fake loops, but I'm not really a big fan of those.
01-03-2012, 10:07 PM
Thanked by: Crappy Blue Luigi, Alpha Six, NightOwl35, Yo-Yo Boy, Iceman404, recme
01-04-2012, 09:06 AM
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