#141  
Old 05-31-2009
VexusVersion
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Oh right. I've been meaning to remind you of that. The two songs were 'Battle Highway' & 'Phi Battle' from Sonic Battle, and if you could get them done before July, that would be amazing.

I'm gonna be busy finishing my finals and sorting out stuff where I do volunteer work this week, so don't expect much from me until the 13th of June when my college finals end.
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  #142  
Old 06-01-2009
kidd22
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SUPA SONIC ???

i can get those for you! i can rip any song from sonic advance games to sonic battle games. other songs may take me time but i can get them.
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  #143  
Old 06-01-2009
VexusVersion
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I've got the rips already, HuePow00's job is composing remixes for SSK so the backing track doesn't sound like something that came straight out of a GBA.
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  #144  
Old 06-02-2009
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ok . . . if you need help with anything else i'll be glad to help . . .
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  #145  
Old 06-04-2009
VexusVersion
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Small progress report.

I've managed to get the Story Mode menu working, but nothing else. The Story Mode / Cutscene engine needs more work and more A.I enemies have to be programmed before I can continue.

Speaking of Story Mode, I've pretty much finished the story revisions. For the most part, I like the more contained and distilled plot I've managed to come up with now. I'm now going over how to pace the cutscenes and how to reduce moments where you just watch stuff... without lots of QTEs of course.
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  #146  
Old 06-05-2009
Tonic41
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will be seeing newer enemys then in the older ones
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  #147  
Old 06-10-2009
VexusVersion
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Hopefully I'll be adding more than just one type of Egg Pawn at least. At least one Air-based enemy will make things more interesting... Flying enemies will need new A.I though, so that will take some work.

I'm almost ready getting production into full swing guys. I'll be releasing the new website by the end of the month and I will work out what I'm gonna have by SAGE 2009.
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  #148  
Old 06-18-2009
VexusVersion
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Time for a new update for the week.

I've pretty much done the Story Mode menu now, and it comes with 2 things you might not recognize from earlier demos:

The first thing is a brief text about what is going on in that part of the story. In mission mode this space will tell you the criteria of the missions using icons and text.
The second thing is the medals. In earlier demos, you could see if you've completed the stage/mission because of 2 small emblem symbols. Well, there are now 3 instead of 2. One is gotten by beating the Story Stage, the second by beating the mission, and the third is gotten by finding it in the level.

In other news: Gemerl is complete (it took so long cause I had to make new sprites and edit the really bad ones... there were alot of bad ones), the A.I has had some bug fixes (and a couple more need to be done) and Free Training Mode is very close to completion.

That is all.
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  #149  
Old 06-20-2009
Tonic41
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looking great VV.
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  #150  
Old 06-27-2009
VexusVersion
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Since its been another week with no news I really should add a progress report. More important stuff underlined for glancing convenience.
  • The most important thing I've done recently (after a 2 day break) is get the Story Mode game flow started. I've made it so, like the prequel, the cutscenes now take place on the playable arenas if I choose to... that will shorten the total filesize when many cutscenes are added over time. The Story Mode results screen still needs to be done though.
  • I've started adding hidden medals across the Story Mode stages. The medals in larger stages (like Stage 2) will be clearly visible but will require some exploration to find. Medals in normal sized arenas will be invisible, but there will be some kind of visual cue or hidden passage showing you where it is.
  • Another stage has been completed. A brand new version of Sunrise Summit, which is now the first SSK ever to have water. You don't have to worry about taking damage underwater though... unless the water looks clearly toxic.
  • More A.I improvements and adjustments to difficulty settings. For now, the A.I can stay as it is and will change after appropriate testing and suggestions from you guys when the demo comes out.
  • On the Pause Menu I have given players the choice to retry a stage, quit the stage and go back to the corresponding mode screen, or quit and go straight to the main menu.
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