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Super Sonic Knockout


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#1 SonicJay3000

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Posted 19 November 2006 - 11:12 AM

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VISIT SUPERSONICKNOCKOUT.X10.MX


Category: Fighting/Platformer
File Size: 13.5MB (Demo 5)
GM Version: GM8.1
Screen Resolution: Windowed/Windowed x2/Fullscreen, Optional Resolution Change

SYNOPSIS:
After the festival of the Sun, Sonic and his friends went back home. However, that peace is about to come to a standstill. The Master Emerald has been stolen, the Chaos Emeralds are acting strange, and person that no one has seen before attempts to change the world. Something big is about to begin, and it's going to take more than courage to prevent disaster!

Screenshots:
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FULL GAME FEATURES WILL INCLUDE:
  • Play as a total of around 25 characters, each with their own moves, stats, and playing styles.
  • The new improved Chaos Gauge will allow you to unleash a burst of power or a devastating attack on your foes!
  • 2 human players can battle with or against each other in a variety of 4-player Free-for-all and Tag-Team matchups!
  • Fight to the end in over 30 arenas. Beware of dangerous hazards and knock your enemies into secret battlegrounds mid-fight!
  • A full story mode spanning around 30 stages! Unlock secret stories and play Mission Mode to take on more difficult challenges!
  • Collect over a hundred emblems! From playable content to trophies, find them in battle or buy them at the Emblem Gallery!
  • A whole collection of other single-player modes for the more traditional fighting game experience.
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DOWNLOAD DEMO 5
  • Major gameplay changes, including Free Aerial Combos and Throws for everyone;
  • The all new Nonstop Mode! Fight to survive in a never-ending struggle;
  • All the features from previous demos have been revived and revamped;
  • Features music by DJ EAR, including brand new and remastered tracks;
  • 3 new stages: Starlight City, Hidden Palace and Sky Canyon;
  • A revised Tutorial that explains all the game mechanics;
  • Omega, Rouge and Amy are back, with revised moves;
  • 2 Brand New characters: Cream and Chaos-0;
  • Loads of bug-fixes;

Edited by SonicJay3000, 21 September 2011 - 11:59 PM.

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#2 trickman

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Posted 19 November 2006 - 02:01 PM

WOW! It's awesome!
10/10 for a demo!
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#3 cb43568

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Posted 19 November 2006 - 03:09 PM

Screens :)?
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#4 SonicJay3000

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Posted 19 November 2006 - 03:21 PM

You obviously didn't read all of my post did you... go to the official website link for your screenies, teaser trailer, and character artwork.
But to make some people happy the first post will be edited with some screenies okay?

(and for your sake cb43568, one word and a smily if officialy called spam...)

Edited by SonicJay3000, 19 November 2006 - 03:22 PM.

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#5 tikki

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Posted 19 November 2006 - 03:37 PM

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happened to the enemy too.

very very nice game! keep it up.
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#6 SonicJay3000

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Posted 19 November 2006 - 03:54 PM

The collision is being done by circular collsion masks. Basically the collision mask is too big in that demo and is one thing I already recognised and dealt with.
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#7 TriggerX

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Posted 19 November 2006 - 04:12 PM

Great Game, I loved it.

Pros-
Not your everyday Sonic Clone
Intro and Title Menu are very well done(Best I've seen)
I like the mix between Sonic Battle and Sonic Advance


Cons
There are some Collision issues
The running keys sometimes don't respond,(anyone else getting this)
Controls are awkward sort of, but that is just personal taste, maybe you can have it so you are able to change P1 and P2 controls
Changing direction in the air is kind of hard to do.

Overall
9/10

Great Job

Also if you need some I make custom sprites and I have a bunch of Sonic Battle sprites already made by other people like Silver the Hedgehog so if you want them I'd be happy to PM them to you

Edited by TriggerX, 19 November 2006 - 04:34 PM.

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#8 trickman

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Posted 19 November 2006 - 07:46 PM

27 fighters, with thier own skills and fighting styles.


What characters will there be? Could you name some of them?
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#9 SonicJay3000

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Posted 25 November 2006 - 04:23 PM

I have announced 6 fighters now.
Sonic, Shadow, Tails and Knuckles are the default characters like they were in the original Sonic Knockout, G-merl will be an unlockable character in Demo 2, and there is a fan-character called "Volcan the Red Wolf" as well.

I also have an update!
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This is the vs select screen for Demo 2. You can even select a random fighter from the ones unlocked by selecting the "?" icon! You like?
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#10 Geou

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Posted 25 November 2006 - 05:44 PM

The screen looks nice, and the demo was fun as well. I will be awaiting the next demo. ::lmao::
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#11 phoenix132138

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Posted 25 November 2006 - 07:45 PM

fun but when you get sent flying it looks wierd
10/10 for demo
update soon
::lmao::
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#12 Alvino007

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Posted 25 November 2006 - 08:38 PM

love IT!!!!! Could you tell me how to make combos? I am making a skateboarding game and no one else could help me... Please?
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#13 Alvino007

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Posted 26 November 2006 - 09:07 PM

when is the next version coming out?
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#14 9_6

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Posted 26 November 2006 - 09:53 PM

sometimes the controls are a bit unresponsive and the attack animations should be played faster.
I can also only hit the enemy if i'm standing right 'inside' of him, increase the attack radius.
Other than that, I like it. This one has potential :)
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#15 SonicJay3000

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Posted 27 November 2006 - 05:48 PM

I'm expecting the next demo to be finished by the end of winter, so that would be Feb 07. I have sprites to do that is hindering the game's progress. Unless you allow me to use the "not-so-well" shaded sprites to get it done a bit quicker.
As for the controls. They have been improved and demo 2 will allow to change the controls! The controls were what people said flawed the first game, so now I've come up with the easy solution.

Edited by SonicJay3000, 27 November 2006 - 05:49 PM.

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#16 SonicJay3000

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Posted 18 December 2006 - 05:32 PM

UPDATE:
For any of you who didn't know, the 17th of December was the date the Sonic Site Awards. Kinda like the Oscar of Sonic fan-creativeness that is an honour to be part of. SSK was nominated and came second place for "Fangame of 2006". This has motivated me to try for the top spot next year.

In terms of the game itself, I'm ready to lay down some stuff I'm putting in for Demo 2:

-A lock on system, so you can track down your opponent(s) quicker
-Improved AI
-3 new characters. Tails, Knuckles, and G-merl
-4 selectable stages in vs mode
-Vs com mode
-3 levels in Story mode (Out of about 60)
-New main menu
-Custom Controls
-Audio options
-New camera
-Redone platforming
-There are other things

Those of you who said the controls were unresponsive, I have an explanation:
I don't like button mashers that much. As a result I made it so you need to press the next attack button a bit before the previous attack ends. So basically, it's your timing not the controls. I hope that gets some comments in.
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#17 headless lizard

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Posted 18 December 2006 - 05:56 PM

I loved the first one but alas it did have bugs, this one I couldnt see any though. The screens for demo 2 look cool so keep working on it and I hope you get 1st next year!
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#18 rerobotix

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Posted 19 December 2006 - 01:04 AM

just who i was looking for.hey jay 3000 how about you add these characters

espio
mighty
metal sonic
metal shadow
tigeress
silver
darkest(a new hedgehog by me)
metal knux

if you want these battle sprites add me to the credits.they are perfect to the real super sonic knockout

GOOD LUCK!!!
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#19 SonicJay3000

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Posted 19 December 2006 - 08:52 AM

Some of them are already planned, some are no. Especially Tigeress and Darkest... There are fan-characters in this game but I'm not having anymore than the ones I already have planned.
As for the other characters, you'll have to wait and see.
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#20 SonicJay3000

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Posted 25 December 2006 - 11:00 AM

An update:

I haven't finished Demo 2, but I've got the next best thing (that isn't a demo)...

Click here to watch SSK Demo 2 gameplay!


Okay, I got carried away a bit, but I've been trying to get ONE gameplay movie out since the start of the month, and either the recordings didn't work, or there was a glitch in the game itself that needed fixing. It's here now so no worries!

The movie features me (as Knuckles) and Wyde from SSMB and SCD (as Tails) have a complete battle in the new Sunset Hill map. The screen is a little streched and the speed fluctuates every so often, but it's more than passable to give you an idea of the intense action that's coming you're way!

Edited by SonicJay3000, 25 December 2006 - 11:01 AM.

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#21 Luigi_player

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Posted 28 December 2006 - 10:51 AM

You've made a very cool Sonic game.. it looks very nice.. and I enjoyed playing it until i beat the last boss^^ the only two things that really bugged me were:

1. the combo attacks are really hard to do..
2. jumping is kind of weird..

I'd give it a 8.5/10, a really cool game and a nice story!

Oh, and I also played the Sonic Adventure Remix game.. it is so awesome!

I have a question could you tell me how to make the background like he is in SAR? I mean the water.. it's so realistic I'd love to make one by my own so could you please tell me? :)
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#22 hyper mad comix

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Posted 14 January 2007 - 04:57 PM

yeah when i loaded the file it keeps coming with a sound file does not exist message.
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#23 SonicJay3000

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Posted 17 January 2007 - 10:55 AM

Well, did you unzip the files? Cause it all worked when I downloaded from all the mirrors.

Anyway, I've been working my ass off on this game for Demo 2's Febuary release. Alot of things have been worked on. Both the cutscenes are finished and so are the levels. I just need to do the demo's final character, Gmerl from "Sonic Advance 3", as well as some nooks here and there and it's ready to go.
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#24 Luigi_player

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Posted 17 January 2007 - 12:55 PM

won't you answer my question? :( nice to hear something new about SSK ^^ I want to see all levels and everything :(

Edited by Luigi_player, 17 January 2007 - 12:58 PM.

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#25 SonicJay3000

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Posted 17 January 2007 - 02:46 PM

Ah you're questions. I'll answer them as good as I can.

At the start you're talking about the original Sonic Knockout aren't you? I would like some critisism on the tech demo supplied on the first post. There are mistakes in the original that aren't there now.

About jumping. You can change directions while jumping so it makes way for some more interesting puzzles or scenes that would involve being able to change direction mid-air.

About SAR. I'm glad you like the game. It's not mine but I've looked at it enough. I believe GamerGuy used a script called "draw_sprite_htiled" that allows sprites to be strech out like backgrounds. He could then stretch the image that represented the surface of the water based on where the background was and where Sonic was in the view. That's all I know.

With SSK I'm keeping big stuff like the levels and such out of reach to you guys, but there will be 4 playable vs maps: Tails' Arena, Tails' Workshop, Sunrise Hill and Sunset Hill. That's all I can give right now.
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#26 SonicJay3000

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Posted 04 February 2007 - 02:45 PM

I've finnaly decided to update on this forum. Here is something for anyone who wants to play Demo 2 properly:


SSK Demo 2 Manual: 9.6KB
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Demo 2 is coming out on 7th Febuary 2007, and will be a mass improvement over the tech demo in pretty much every area.

Edited by SonicJay3000, 04 February 2007 - 02:46 PM.

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#27 masterm

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Posted 04 February 2007 - 03:04 PM

i rate this game 7.5 ,is there gona be a online mode?
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#28 SonicJay3000

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Posted 04 February 2007 - 04:14 PM

I really hope so. But doing online is one thing, doing online with something big is another. Also, I haven't explored online in GM yet...

For now it's a no. The game itself is probably already too complex to have online battles. But I'll be sure to do something online related...
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#29 bombshell

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Posted 04 February 2007 - 04:37 PM

Exellent 10/10
except

Its cream and cheese not cream and vannila
Sonic can't do chaos control with out the seven real chaos emeralds
and on the first battle with chaos he got stuck in a wall
and I think you should change controls
to the arrows and summit else but either way

999/10
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Our emotions each take the form of a Demon. These Demons roam our mind looking for little quirks they can take advantage of. It is up to us to control out Demons. Or they will consume us and control us. You need to find your angel before your Demons do. Or the devine hero saving the memories and thoughts that keep you going will fall.

#30 SonicJay3000

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Posted 04 February 2007 - 06:31 PM

Now then, let's go through this list shall we Bombshell?

-I know it's Cream and Cheese. But I really did mean Cream and Vinnila in that part of the story. It isn't a typo.
Sonic has performed Chaos Control with one emerald. He's done it in "Sonic Adventure 2" and "Sonic Next-gen" on the Xbox360.
-Those glitches are a bugger. That's the engine I'm afraid.
-A recurring problem...

Now then, can you talk about this game and not it's prequal? I want to know about how you think this game is coming along.
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#31 Roman

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Posted 04 February 2007 - 06:52 PM

the game is go nice job ;)
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#32 Roman

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Posted 04 February 2007 - 06:53 PM

the game is go nice job ;)
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#33 bombshell

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Posted 05 February 2007 - 05:40 PM

KK :(
soz 'bout the complaining :(
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Our emotions each take the form of a Demon. These Demons roam our mind looking for little quirks they can take advantage of. It is up to us to control out Demons. Or they will consume us and control us. You need to find your angel before your Demons do. Or the devine hero saving the memories and thoughts that keep you going will fall.

#34 SonicJay3000

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Posted 07 February 2007 - 10:46 AM

It's finally here!


Super Sonic Knockout Demo 2: 5.77 MB
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Feature List:
-5 playable characters
-4 playable vs maps
-First 2 levels of Sonic's story
-Audio options
-Control options
-Full credits
-Faster and stronger
-Several bug fixes
-Tougher AI

The only SCDTi to hit the Feb 7th deadline. It's hot stuff and it's all for your enjoyment! Remember to bring in all your comments and suggestions! (And don't worry bombshell, you made good points that have been looked through)
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#35 TechnoSuperguy

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Posted 07 February 2007 - 08:09 PM

Whoa, that's awesome. VERY professionally made. I'm glad to see the characters move faster in this game, and the controls seem more responsive than in SK. Excellent work. 10/10!

BTW, sorry to be nosy, but are you Project ShadowBlaze on SCD?
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#36 SonicJay3000

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Posted 07 February 2007 - 09:42 PM

Yep, thats me. I should really think about getting this username changed. I'm glad you like the improved controls.

Just want to say, a glitch has been noticed:

Playing as Knuckles, going into wall stance completely disables the controls. This is because I forgot the line of code to reactivate those controls...

A revised version of Demo 2 will be uploaded tommorow.
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#37 SonicJay3000

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Posted 08 February 2007 - 09:07 PM

Demo 2.1 is done. Bug fix list please!

-Shadow can no longer attack while wall jumping
-Tails can no longer get 30 Chaos when doing a fast combo
-Speed line effect no works in both directions
-Knuckles' Wall stance is fixed
-Dialouge in cutscenes go on longer
-Gmerl can no longer attack you at the very start of the fight

There. That should do it. Bet you didn't notice all those glitches huh? Go to the first page.
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#38 Geou

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Posted 20 February 2007 - 10:01 PM

I went to the web site, but the link for the download seems to be down, I think...
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Do you like Naruto: Ninja Way? Visit the forums.
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#39 Luigi_player

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Posted 21 February 2007 - 01:15 AM

wow... just.. WOW!

I played your game and first I thought "huh? what did he do to the intro?!" then I really like the Sonic Shadow thingy . And the main menu, it's so great!

To be honest, first I thought this game is good, but not that good.
But now.. OMG! I love this game! <_<

You really did a very good job with the characters! they're now much faster and better ! (But I still don't like that you can't move right after your air action ::lmao::)

The story is GREAT! And I really didn't expect a level ^^
I hope you work on it often because I really want to play this game when it's finished!

story: 10/10
gameplay: 9.5/10
2 player mode: 10/10 really great!
music: 10/10 it does fit to the actions and sounds very nice!
and the layout and everything seems so professional!

Great work man!

Edited by Luigi_player, 21 February 2007 - 01:17 AM.

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#40 gobblegub

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Posted 22 February 2007 - 02:46 AM

Brilliant!! :GM6:
Awsome!! ::lmao::
Its VERY Proffesonal!! :)
100000000/10!! :D
I can't stop playing!!!!!!!!!!!!!!!!!
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#41 SonicJay3000

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Posted 24 February 2007 - 06:16 PM

Thanks for the comments people. I would like more of your praise and suggestions. Though several things about the game are set in stone, I still like being asked to tweak a particular thing to make it even better.
Also, I'm going to finish this game for sure. Out of all the games being produced at the SCDTi studio, this is the game making the fastest progress.

As I say: I will take this game high, and the public will take it one step higher.
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#42 Luigi_player

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Posted 24 February 2007 - 06:25 PM

I found some bugs (maybe you don't know them):

1. Gemels Chaos attack. If you're in the air you shoot those rockets, but if they hit someone there comes an error.
2. If you first play 2player mode and then later 1player mode you have the second player in the first fight instead of Gemel. (or no enemy)
3. If I change the keys they stay the same and aren't changed.

And what do you plan to have in the new version? Or is it a secret? :huh:
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#43 SonicJay3000

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Posted 24 February 2007 - 08:17 PM

I'll look into those bugs... when I can get on the correct pc that is... (I tested the control system and it worked fine to me last time I checked O_o)

All I'm really gonna say is this: I'm doubling the playable characters from 5 to 10 for Demo 3, and it will be the last demo before the full game is released.

Edited by SonicJay3000, 24 February 2007 - 08:17 PM.

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#44 SmokedToast

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Posted 24 February 2007 - 11:19 PM

I'll look into those bugs... when I can get on the correct pc that is... (I tested the control system and it worked fine to me last time I checked O_o)

All I'm really gonna say is this: I'm doubling the playable characters from 5 to 10 for Demo 3, and it will be the last demo before the full game is released.

<{POST_SNAPBACK}>

This is one of the best Smash Bros. Type games I've found made through GM man! Oo; I especially like the set up for the AI, it works similar to luigi_player's code, but you made all the adjustments to make it a little less haphazard that I gave in my reply over there. You know, it wouldn't be that hard to convert it to an online version via -ONLINE-'s Multiplayer engine. :huh: Mainly the characters with projectile fire like Emerl might be the hardest to convert over, and I'm looking into that myself. The completely melee guys though... would be so easy. Just a matter of sending the x/y coordinates as well as the sprite and image indexes... then set up the collision detection for each person's individual client based off of object_other.
How does the AI work out? Chance system, or just a large set of if statements? I'm a bit curious about it because I'm working on something similar for a Megaman ZX battle game like this, and can't find many examples of the platform fighter AI style.
In fact, I remember reading in one thread over in Working with Game Maker that said this kind of AI through GM was impossible, lol. Main reason I ask, since I'm working on offline and online version of said game. : )
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#45 SonicJay3000

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Posted 25 February 2007 - 09:28 AM

The AI in Sonic Knockout was all chance. Now however, I have statements that help the AI track the player OR a particular object in-game, as well as detect walls to jump over and block attacks.

The AI takes advantage of the point_distance function. Combos are done with the choose function but the number and frequency of arguments depends on difficulty and that character's personal preference. It's much more advanced than your standard fighting AI cause I had to deal with the platforming elements too. I got there in the end though :(

Also, I've gotten quite a bit ahead in Demo 3's development so I cannot perform a Demo 2.2. I recommend unlocking both unlockables in Story Mode than going to Vs mode for a glitch free experience.

Edited by SonicJay3000, 25 February 2007 - 09:30 AM.

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#46 Luigi_player

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Posted 02 March 2007 - 01:28 PM

I can't wait for the new characters^^ Will you add some (in the final version) that aren't in SK?
Hmm I hope you worked on the story because it's interesting and fun =P

Also, when do you think will your 3rd demo be released? I hope anytime soon^^



~ Luigi player
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#47 Azure

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Posted 02 March 2007 - 06:15 PM

Great GM game. I'm pretty sure most of those graphics weren't yours, but the overall putting together came out nice! :) Too bad it ends right before meeting Knuckles. ;)
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#48 Kenny KTK

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Posted 02 March 2007 - 10:30 PM

The game is phenemonal. I like the fighting system, although your drawings are kinda wierd.

Edited by KC LC, 03 March 2007 - 03:02 AM.

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#49 raat

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Posted 02 March 2007 - 10:55 PM

This game is awsome, I can't stop playing the demo and can't wait for demo 3. There is a problem in the 2 player battles when you die above a spring. It doesn't end the battle, the dead guy just keeps bouncing up and down on the spring and I can't turn off the game! Also, This weird thing happened. Player 2 didn't have his blue arrow/compass thing (Player 2 was G-merl and this was on 2 player battle in case I left that out) but when I walked up to him, I saw his compass on my screen. His compass was in the right place and pointing the right way (it was on him, player 2 where it should be), but it wasn't visible on his screen, just mine. Oh yah, do you think you can add Amy to the game?

Edited by raat, 02 March 2007 - 10:59 PM.

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#50 SonicJay3000

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Posted 06 March 2007 - 06:04 PM

@ Luigi_player
There are 27 characters planned for SSK, and the original only had 15. Do the math... Also, I have no idea when Demo 3 will come upon us.

@ Axias
I know I was kinda cruel leaving you right at the point Knuckles is about to see you, but I was scarce on time and I wanted to get everything else finished first. And obviously the sprites are not mine, Gmerl was custom edited by myself and spriter "Metallix" from the MFZ. Some other bits and bobs were edited or changed for the game

@ Kenny KTK
I know the art looks weird, since I've gotten better at drawing and digital art I might try my hand and redoing the artwork for demo 3.

@ raat
Thanks for the tips there. Describing them in detail has allowed to get right on the problem. There are other glitches too which I am working to fix, but please keep these coming. This will make it a much better game to play if we find and fix anymore bugs.

EDIT: Both problems solved. Looks like I did rush a few things cause the mistakes were easy to solve XD ( Amy could be in Demo 3 >> )

Edited by SonicJay3000, 06 March 2007 - 06:21 PM.

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