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[FANGAME] Sonic Z
#31
(01-04-2012, 09:53 AM)Yo-Yo Boy Wrote: At least add slopes, it's not to difficult.

I tried once and I suceeded, and out from what I have seen you're way better than me with game maker.

I will in the next game, but not into that one. It's simply too far already. I don't bother redoing all the levels as they take mighty long to make.
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#32
Maybe you should focus on the current project instead of saying "I'll wait until the next game". People are trying to help you turn your game into something worth playing and your turning there suggestions down. Sometimes you do have to make drastic changes to the engine, that's game development. You also said "small" fangame, don't you want it to be something we want to play over and over again? Or just stop and leave in the middle of the game. With plenty of work, this could be an awesome Sonic game! Just put forth the effort to improve.
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#33
(01-03-2012, 11:29 AM)DJ Coco Wrote: Not really.

Ignore the majority of the actual players and viewers, my ideas are always PERFECT.
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#34
(01-04-2012, 09:06 AM)DJ Coco Wrote:
(01-03-2012, 10:07 PM)Proton Wrote:
(12-30-2011, 05:46 PM)DJ Coco Wrote: Enjoy! C+C please!

You ask for it,

and then shoot down all of it out of laziness.


Sort of defeats the purpose.

Well, by C+C I didn't mean everybody requesting loops...

First slopes, and loops are not the same thing. I just want to make sure that's apparent. That quote makes it sound like you tying the two together. Simple declines or, hills in the landscape would help spin dashing seem a lot more feasible. The way your levels are designed is very unfriendly to the spin dash. In fact a Sonic CD style nerf to it might be something to consider the way the game is now.

The best advice I can offer is work on making a 'middle ground'. Right now it's like you have two roads: a procession platforming high road if you're doing good, and a procession platforming low road if you failed the latter, and a mountain in between. A middle ground could help flesh out the level, and make it more friendly to the average player. Again Sonic CD comes to mind, If you blast through the middle and low roads in that game you're going to miss out on the good ending. Actually a lot of Sonic games have this high road low road mentality CD just always feels like a textbook example.

Lastly, I don't want to sound like one of those who will mistakenly claim Sonic games were and always are all about speed, and more speed! 8D... But, there is a lack of speed in you game. Slopes, or just something to keep the spin dash feeling relevant, and middle ground could help this.

Basically I'm agreeing with Herr Doctor. The levels feel like they're holding sonic back.
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#35
Okay, I agree, the levels aren't speedbased. Spindash is a nice feature in my level design to knockout some enemies or reach hidden extra lives, but all in all the gameplay is slow. I've found a very good loop example, which even works in the unregistered version (I am registered, though). I'm trying to learn from that now. However, loops or slopes won't be in Sonic Z. Probably in it's sequel, though.
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#36
But, but, without slopes or speed/momentum based gameplay it's not even a legit Sonic game.
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#37
If you're not going to have Sonic gameplay, don't make a Sonic platformer. Swap out the graphics and make it a different game.


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