awesome, was able to play the getting over it room now! thanks for updating them ^_^
wrongwarp
Recent community posts
i was able to get one of the gamebanana levels to work with that method but not the other, whiiich at that point i'm gonna assume the issue is just with that level ^^; however, though, seems custom levels run significantly slower than vanilla levels (which always run perfect for me) on my rubbish computer... not sure that's even a fixable issue though x_x; all this trouble only to subject myself to kaizo catto LOL UPDATE: upgraded the ram in my laptop (went from one 8gb stick to two) and the custom level lag appears to have vanished completely! so, for anyone having trouble with this your computer's ram may be the issue :P
also turns out the chat log thing was me being a goof. i was looking in serverlogs and didn't realize there was a perfectly good chatlogs folder for clientside stuff LOL. public server advertising also works perfectly well now!
thanks for getting back to me!!
don't really know where else to put it but figured i may as well share here lol. sorry about the awful quality, though, nothing i can do about it XP
a bunch of really rambly general thoughts, both on the run and game in general:
after my prior thread on playing with a controller from my first day playing i eventually just got used to keyboard controls instead because playing with a controller was unfortunately too finicky and unreliable 😔 i feel like i'm still occasionally getting stuck looking up/ducking or having dropped inputs while playing on keyboard, but no one else seems to have mentioned this problem as far as i can tell, so i don't know if it's just a me thing O_O; while this is probably the biggest issue i have with the game, these control snags aren't to an unplayable extent by any means, though... if this video didn't already make that obvious lmao
i would hesitate to call this a speedrun because i'm still really rather not very good at this game, but to some extent it IS kinda that. in order to play all the levels in a row without menuing + not have any upgrades, i had to start on a fresh save file on each attempt. while i totally understand if not, it'd be very cool if at some point we could get a speedrun mode that lets us replay the campaign levels in a row with an rta timer, and perhaps options to disable shop upgrades.
i play at 1024x576 resolution so i can actually see the platforms in cloud run without stopping to look... you can definitely tell it's a little funky though - esp the end cutscene cgs dont like this res LOL. as a side note in general the visibility in cloud run is kind of rough, it'd be nice if it had more contrast between foreground and background. aside from the visibility issues though it's definitely one of my favorite levels, i'm a sucker for hopping across distant 1 tile large platforms SKLDJGSLDGK
burning ashes i would say is the only part of the run that gave me real trouble learning, it gets a little vicious at times. honestly it's funny to me how easy desert dust afterwards is XD regardless despite the hell burning ashes put me through, it is honestly one of my favorite levels in the game, alongside castle heights and cloud run. as much as i absolutely suck at the rope jump bit at the end it's VERY cool and feels so good when you actually pull it off. that saaaaid... i suck at it so much that i was too much of a coward to get all diamonds for it legit on my main save file and instead abused checkpoint restarts 😔 (...is it... intended for you to be able to cheese diamond collection goals with checkpoints, by the way?)
ancient shrine is an odd level and it's the main reason why i decided i should keep this run deathless. because of the way it's structured and how the igt works, the easiest way to get a fast time on it is to press the button to unlock the door that blocks the end of the level, then die to reset your timer and sprint to the end. i actually did that, by ACCIDENT, the first time i beat the level, and now i'm cursed for my main save to forever have a sub 1 minute time on the shrine that i know i could never get without cheesing XD
lastly... the m. alificence fight is interesting... the first few times i fought them i was like "GOD THIS SUCKS. THIS IS BULLSHIT, HOW DO YOU DO THIS WITHOUT JUST CAMPING IN A SAFE SPOT WITH A GUN" however i'm glad i gave myself time to actually puzzle it out because the method i found is actually pretty fun to execute, albeit still taking a while. i kinda feel like the amount of health m. alificence has is a bit too spongy for claws, but i'm guessing they're balanced with the idea you'd have like, literally any other weapon by now, so i get why. howeverrrrr if anyone knows a faster consistent way to melee the final boss, that would be much appreciated because its definitely the longest part of this run LOL. (the main thing is i'm wondering if it's possible to deal any damage during the bullet rings - i know you can parry the red and white bullets, but they spawn fast enough and densely enough that i don't feel like you could get close enough to melee without just getting stun-juggled out of like half your health instantly?)
i like minori :3
...
generally i've had a lot of fun with this game, despite some of the rough edges! makes me wish there was more of it - all of you people need to really get on that whole custom level making thing so i can play more immediately /silly (sadly there's only two custom levels on gamebanana right now and i couldn't even get either of them to work </3 feel like i'm missing something obvious here...) probably i should try to learn modding for the game myself but it feels a little bit unfathomable to me at the moment
i'm also honestly impressed with how much multiplayer content there appears to be. unfortunate that i haven't been able to properly try any of it in action, though i did at least peek at the maps and stuff with a second computer to host. ultimately though there isn't much i can do if no one's online, a sad consequence of this game's current obscurity. If there was any actual justice in this world you'd be able to open the server listings and be faced with like seven roleplay servers, four of which being warrior cats and two of which describing themselves as literate only despite the low message character limit /silly
a couple notes on multiplayer, though - when i publicly listed my server on my other computer, i got a crash on joining it through the public listing, but was able to join directly through the ip address just fine. i don't know if that's a general issue or something i did wrong. also, there appears to be no way to scroll up and read past chat messages (unless i'm missing something?) and seems only the host gets a chat log file saved, not the client. as someone who likes hanging onto and revisiting old chat logs with friends and gets anxious about how many logs i've lost completely, that does trouble me a little (entire roleplays and character development discussions with my sibling from years ago have been permanently lost because we held them through steam chat x_x)
i feel like i should also note i haven't 100%'d the game yet. i don't have all the trinkets - i'm at 17/27, but i'm thinking i'll need to look up a guide for the rest because i am TERRIBLE at secret hunting - and i haven't killed all enemies in all levels, though i'm kind of dreading doing that since there's a lot of opportunities for enemies to go somewhere inaccessible offscreen through no fault of my own o_e; also i'm probably not even gonna worry about unbeatable/the last character, since i think it's not possible to get that on my main save file and it also frankly doesn't sound like something i'd enjoy doing anyway, i suck too much for that XD
...i think that's all i have to say in this grotesquely long post? sorry i have too much to say about games i play lol.
have a doodle of catto blepping as thanks for scrolling this far. ok thats all

hello! i've bought and started playing this game just today, and it does seem very cool and solid, but some things did immediately jump out at me pretty early on.
uh, first thing's first, this happened to me and i don't know why XD fell from a large height and landed on that corner and got stuck - mashed every button and was still stuck and had to restart the level.
secondarily...
1. this game doesn't have a setting for my screen resolution, 1366 x 768. i'm using 1280 x 720 fullscreen instead, though i don't know if it's my imagination or if the pixels are stretched a little funky as a result? it'd be nice to have an option for blackboxes when the game res doesn't match the screen res.
2. i'm using a controller (the nintendo switch hori gamecube battle pad, to be specific), and thankfully the game did detect it automatically and it does seem to be MOSTLY working well... HOWEVER, occasionally i've found directions getting stuck (mainly up/down) and i feel like some inputs are dropping as well? i don't think i've encountered this in other games, so i don't BELIEVE this is a problem with the controller itself, but i'm not certain...
EDIT: ........okay, the dropped/stuck inputs have stopped, and i have no idea why. maybe it IS just my controller XD
3. on the note of up/down and controllers - would it be possible to make a setting for left/right movement take priority over looking up and ducking? while this isn't as much a problem on keyboard, the fact that up or down can slow you to a dead stop gets kind of rough when using an analog stick, because it's VERY easy to accidentally move the stick into a diagonal range, which then sets off looking up/ducking and kills your movement... (on that note, it'd also be nice to be able to jump out of looking up lol)
3. the last thing that comes to mind is it would be nice to have button remappings. for one thing, while it's nice that this game has wasd support, there doesn't seem to be counterparts for the x/c/v buttons to match! and while the way the gameplay buttons are automatically mapped on my controller is generally good, the meow button isn't mapped anywhere </3 </3 </3
EDIT: for those willing to use an external solution, you CAN use an external program like autohotkey or antimicrox at least
4. EDIT: OH there also doesn't appear to be a way to aim weapons when playing on controller, hah... it's not very elegant, but the only solution for that i can think of is supporting the secondary stick?
EDIT EDIT: for those who have the same problem as me, you can use a program like antimicrox to map the stick or the dpad or whatever you please to move the mouse. it does feel kinda bad but it's better than having no aiming ability at all
that's all, and either way thank you!
heya! ----- here from teh pokepasta and kirby rp discords ^.^
honestly i've never really played any sonic.exe fangames so it's not a genre i'm familiar with, but i am interested in seeing where this goes anyway :3 teh original music is nice, i like the it!
the demo's a little short for me to provide much in the way of useful feedback, i think, but i'll try to provide some anyway:
- spritework is somewhat incongrous - most isn't shaded and uses plain flats, but then some of it is. plus, while most things have simple black lineart, some things such as the mountainous background is lineless. not everything seems to have pixels sized the same, either - which admittedly, not all games do, but it always looks strange to me XP. also the proportions on the actual character sprites seem a little off and inconsistent.
i'd try to give more spritework critique but sprites have always been something i struggle with, so i'm not the most reliable source, i don't think XD
- while i'm on the note of scenery, though, the stairs to the little houses look like they're either layered wrong or placed too high/low. standing in the middle-front of the stair?
- some sort of visual indication of progress during the falling "survive" segment might be nice (maybe the background changing over time? of course there's also the basic "just put a progress bar in there" option too but that might be too intrusive, idk)
- aaaand lastly, i don't know how much traditional platforming you plan to have in the final or if the on-foot stuff is just going to be for cutscene purposes, but something i did notice about the brief on-foot segments: the turning feels wrong. the platforming feels Very floaty and ice physics-y right now by sonic standards.
if you get moving just slightly and then try to turn around immediately, you enter the skid animation and have to briefly slide to a stop even if you were barely even moving. even worse is if you build up speed first and THEN try to turn around - you slowly skid (backwards?!) to a stop for what can be a whole second or two! comparing against the genesis or advance games (fastest thing i could emulate to experiment with lol), where if you're going max acceleration on flat ground and then hit the opposite direction, it takes a few very brief miliseconds to skid to a dead stop and then turn around and get going again. the demo's strange turning seems to be an issue in mid-air too, to the point that turning in midair triggers the skid animation.
now, none of this actually matters if you're only gonna use sonic-style controls for interactive cutscenes, but if you DO plan to put more platform-y stuff in there then the perpetual ice physics are gonna HURT XP
OH GOD this comment got too long i hope this is okay. and i wish yuo luck with this!
while i think that might also be doable with any plain square pixel brush, that's really cool and i never thought of that :O
i'll have to keep looking into a way to get these brushes to work the way they're "supposed" to because i'm still interested in seeing them in action, but this technique opens up a lot of stuff to me :D thank you!!