DJGameFreakTheIguana
Active member
Ok, with the forum being changed, I assumed my old threads were gone, but I know better now. Here's the post I made about the new project in this mod. This new project was going to be a tech demo but I had too many ideas and decided to make a short but sweet set of levels.
www.bitchute.com
www.bitchute.com
Project ZX was inspired by 2 things. The first was playing Gunstar Heroes a lot and thinking how cool it would be if that was how Sonic games turned out, which originally was why I modded @Bloodbane 's Contra mod with Knuckles and others. The second was an early access Steam game called Nelo, where the title character can run at super speeds and features combat where he swings 4 floating hands that leaves trails of blue lights creating a really cool effect.
Since the Gunstars had guns, A similar game with Sonic game would need some ranged attacks and since Nelo does this combined with speed, everyone on the roster shoots special effects with normal attacks for range, and a far faster then I had them before. One of the fastest, Shadow, because his file was already up, has a walking speed of 25, and running speed of 60.
That's another thing, aside from me wanting to focus on action rather then a straight beat'e up, I wanted there to be emphasis on speed and needing to use it, whether it being to get out of a stage as fast as you can or to dodge attacks. Because of all this, I went with my usual style of filling the screen with enemies, but the majority of them die in one hit, just like in Gunstars, but I also made a few who are faster and stronger who appear far less and gain invincibility when hit too many times at once. I even took notes fro Alien Soldier and add mid boss fights in the middle of stages. All of this to try to make a very fast paced action game.
Usually I'd have a demo, and I'm still on the fence of just releasing one with the first 2 levels, I might do so for feedback, but the reason I haven't released one yet is because I wanted to just work on this, finish it, and get it out the way. Right now, almost every stage has been put into the game, only the last 2 parts of the final level are left, and enemies and bosses are only fully implemented for the first 2 stages. I started working on this back in May, so it's been 5 months I almost exclusively worked on this. There's more scripting going into this then I usually have, courtesy of Bloodbane, and it's taking a while to get them right, so that's what's keeping me.
One last thing, since I'm in the revealing mood, I had an idea with the Gunstars and copied them over and worked on them a little on a weekend a few weeks back. The ideas was to have them combine their weapons like in the game, but by using button combinations via cancels. You'll get an idea of it from this video I made testing it on a ZX stage.
www.bitchute.com
x)
----------PROJECT ZX----------
Sonic Fan game WIP
Gameplay of a new Sonic fan game I started to experiment with. Sonic and Turbo used on the same controller if you couldn't tell.
Vector Jammin
Project ZX was inspired by 2 things. The first was playing Gunstar Heroes a lot and thinking how cool it would be if that was how Sonic games turned out, which originally was why I modded @Bloodbane 's Contra mod with Knuckles and others. The second was an early access Steam game called Nelo, where the title character can run at super speeds and features combat where he swings 4 floating hands that leaves trails of blue lights creating a really cool effect.
Since the Gunstars had guns, A similar game with Sonic game would need some ranged attacks and since Nelo does this combined with speed, everyone on the roster shoots special effects with normal attacks for range, and a far faster then I had them before. One of the fastest, Shadow, because his file was already up, has a walking speed of 25, and running speed of 60.
That's another thing, aside from me wanting to focus on action rather then a straight beat'e up, I wanted there to be emphasis on speed and needing to use it, whether it being to get out of a stage as fast as you can or to dodge attacks. Because of all this, I went with my usual style of filling the screen with enemies, but the majority of them die in one hit, just like in Gunstars, but I also made a few who are faster and stronger who appear far less and gain invincibility when hit too many times at once. I even took notes fro Alien Soldier and add mid boss fights in the middle of stages. All of this to try to make a very fast paced action game.
Usually I'd have a demo, and I'm still on the fence of just releasing one with the first 2 levels, I might do so for feedback, but the reason I haven't released one yet is because I wanted to just work on this, finish it, and get it out the way. Right now, almost every stage has been put into the game, only the last 2 parts of the final level are left, and enemies and bosses are only fully implemented for the first 2 stages. I started working on this back in May, so it's been 5 months I almost exclusively worked on this. There's more scripting going into this then I usually have, courtesy of Bloodbane, and it's taking a while to get them right, so that's what's keeping me.
One last thing, since I'm in the revealing mood, I had an idea with the Gunstars and copied them over and worked on them a little on a weekend a few weeks back. The ideas was to have them combine their weapons like in the game, but by using button combinations via cancels. You'll get an idea of it from this video I made testing it on a ZX stage.
Gunstar test
The stage is from my Sonic fan game project, but I got an idea for Gunstar Heroes I wanted to test out, combining weapons with button combinations.
x)
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