sonicforvergame wrote:@zivour
hey sorry i didn't respond to sonic HD when you asked but i haven't being using GE for the past 3 month i had final exams and such but now i am back
Talking about sonic HD it is a gigantic process to make every thing HD and the scripting will be altered to make the game easier .An example i Green hill zone the map of act 1 and 2 took me 5 ours to make so that will be identical to the original sonic the map alone with basic ring animation (30 frames for the rings=a lot of detail and memory) took about 20 MB and that without sonic.If you add sonic movement animation and jump and also spin dash the game of ACT 1 was about 40 MB big,and do not forget that there are still music enemies and much more stuff...anyway i experienced a lot of bug with SONIC HD it was extremely uncooperative and failed to load many times...That is why it is more than a game in progress and i think it will go on for about 2 years or less
ALL of this is because i am Working on And RPG game that should be so detailed that it will last for many month even years ,since i am probably doing everything alone...I started a topic about it but it failed over the time and making a HIGH EXPERIENCE team of coders and Mappers and other thing isin't easy because i am not extremely experienced in coding.This Next Game Will be called i Think :
"Adventure to Draconia: the last Dragon"It is my main concern and will be bigger than Sonic HD about 10 times since there is the storyboard the custom music and ART.As for the art of the game it wont be like sonic HD it is pure and new ideas nothing taken from any game i hope and all of that is made on a Wacom with Photoshop CS5 instead of a mouse and Photoshop CS4 as i prevuosly used fo sonic HD
So that is basicly it Zivour i hope i cleared your mind about sonic HD

Thanks, the Sonic HD game sounds like a ton of work. Yes, that helps. I am relieved to hear my game is not the only one that goes into the 40 MB+ and higher range, my game currently 100 MB on PC and Mac which I feel is too many MegaBytes for a platforming game. I keep thinking back to the Sega Genesis/Mega Drive and how a lot of those games were 8 MB or 16 MB games. How were they able to get their games so small in size? Were the graphics a lot smaller and then they enlarged the graphics with the smaller resolution that fills up the game screen? Like Sonic the Hedgehog 1, 2, 3 and Sonic and Knuckles.
Replicating a game is a big challenge, but I bet you learned quite a bit from the process also. I bet you were able to get some of the Parallax Scrolling backgrounds Sonic is known for if you were able to replicate the complexity of Sonic himself, at 20 MB of memory. Great job! Thanks for the info too on your new RPG. That sounds great. How far along would you say you've progressed so far? 50% complete or less? Thanks.
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PARALLAX SCROLLING: GIves the illusion of depth and three dimensions when in movement.
For those wondering about parallax scrolling, there is a very helpful thread to search on this forum, with the Ninja Bamboo background that gives a vital tip on how to get parallax. I assigned the coding logic to my player's left and right movements, and it works great for several layers of mountains in the backgrounds, using infinite tiles, or you could do it with placed tiles which is a little trickier to manage depending on the situation.
On the topic of large games, is 100 MB too big for a very large Game Editor Platforming open land adventure game? The game is complete, but just testing it out on a few different computers. I'm working on a much smaller demo version of it that I'll post soon.
