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Author
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Topic: PC - Crystal Frost
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kurisu Administrator
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posted April 05, 2006 07:09 PM
This is the second world I created from scratch in one week using Ofer Alon's editor. By "scratch," I mean textures, level layout, design, enemies, titles and score pop-ups, etc... everything except Sonic and the Ring graphic. Granted, the level needed a lot of work to be done (should have been longer and many issues addressed), but still - it's impressive to have tools that would allow such fast creation. This was one of four worlds I created near the very end of the project to help Ofer and I gain support to do the PC version of Sonic Xtreme. Crystal Frost Video - 27.5 Mb Zipped .AVI Here are all of the worlds you can view/discuss: * Jade Gully * Crystal Frost * Red Sands * Death Egg [edited November 01, 2006 by kurisu] IP: 66.77.144.8 |
Matrix802 unregistered
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posted April 05, 2006 07:19 PM
Dude, all I have to say is this game would've beaten the $H!+ outta Super Mario 64 if it were released! Awesome video! [edited April 05, 2006 by Matrix802] IP: 70.181.53.141 |
Spawn of Jack unregistered
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posted April 05, 2006 07:24 PM
That is Awesome!!!! I'm glad it was a nice and long one. so what exactly were those SO's that sonic kept picking up? Another question I have is does any of the other videos show the 3d rotation?Thanks so much Chris, you are the best! IP: 67.169.248.240 |
Matrix802 unregistered
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posted April 05, 2006 07:30 PM
To me they look like "50"'s that would've possibly raised your score... but that's just a wacky guess...[edited April 05, 2006 by Matrix802] IP: 70.181.53.141 |
hxc Member
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posted April 06, 2006 01:55 AM
1 week?! Man that editor MUST have been good!IP: 88.111.162.83 |
AG Wolf unregistered
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posted April 06, 2006 07:34 AM
HXC; "1 week?! Man that editor MUST have been good!" --Well yeah, and the person working on it  Kurisu: The only thing I can say is HOLY FREAKIN CRAP. If that was just 'thrown together' essentially, I can only imagine what the game could have turned out to be... I just.... damn.... the poor Saturn 
IP: 69.0.91.168 |
Ace unregistered
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posted April 06, 2006 07:44 AM
well this was for PC, but I agree... This would have PWND Mario64.....IP: 213.112.127.234 |
Xeniczone Member
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posted April 06, 2006 01:28 PM
You have to remeber I do think that the pc version level design is much better compared to what was shown at e3 for the 1996 saturn level design that is what makes it better.IP: 69.243.130.47 |
hxc Member
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posted April 06, 2006 01:30 PM
e3 in 1996 was Chris Coffin's boss engine. Without a boss. They had problems animating fang near the end so they cut him out entirely. It was the same build that could possibly have been at epcot, although that is unconfirmed. IP: 88.111.162.83 |
Keith Hemari unregistered
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posted April 06, 2006 08:30 PM
VERY cool, Chris!Echo what others have said about the levels being uber cool for being 'just thrown together'. Man.. makes me want to play it, which is both cool and kinda disheartening at the same time XD IP: 24.33.250.225 |
Gen unregistered
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posted April 06, 2006 08:59 PM
Why did SEGA pull the plug on this project again? It looks like the PC version would have suceeded!IP: 68.168.20.179 |
Matrix802 unregistered
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posted April 06, 2006 09:04 PM
Because they had no idea how much effort was put into this project, I guess... I think I remember in Sonic-cult.org one of the interviews referred to Sonic Xtreme as "the project that killed someone".  [edited April 06, 2006 by Matrix802] IP: 70.181.53.141 |
hxc Member
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posted April 07, 2006 01:20 AM
Its quite confusing really, I have something typed up about how and why it died, but long story short...This PC version never reaally got shown to any high management, who really wanted a Saturn game anyway. Porting the code to the Saturn would be quite hard anyway. Chris Coffin got very ill near the end, being given 6 months to live by doctors. Thankfully he is alive and well now. IP: 88.111.162.83 |
Matt_TY unregistered
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posted April 07, 2006 01:32 AM
I cant' believe I've waited this long to join in this discussion.Also mystifying is how Sega could have seen this video and also have binned the game. It doesn't make sense. IP: 144.132.33.152 |
Alyn unregistered
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posted April 07, 2006 04:00 AM
Wow yet another incredible video...such a shame things turned out the way they did. But its nice to know that theres such a strong community that will always show appreciation for someones hard work, even if it never saw the commercial release it so sorely deserved. IP: 81.6.241.66 |
VBcoder unregistered
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posted April 08, 2006 10:00 AM
Just watched the video. And Im impressed! I thought the JG video was impressive but this seems even more so.What really suprises me is that the graphics engine doesnt seem to suffer from pop-up(yes theres some, but not in places that u wouldnt expect it.), no glitches whatsoever, and nill slowdown. Considering games back then were new to the whole 3D thing, you guys at STI did an EXCELLENT job! Some excellent level design too. The part where Sonic whizzes along the slopes at hight speed. ^^ Also, what was that Key for? And was those white ball powerups extra lives or something? Cant wait for the next one. Well worth the time taken to download it! *goes to watch it again*
IP: 213.1.45.10 |
kurisu Administrator
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posted April 08, 2006 12:48 PM
Matrix - Thanks, mang. Super Mario 64 is a very, very cool game... but I'm glad the video excites you enough to think so! (and your "wacky guess" was right!)Spawn of Jack - Thanks. Those were indeed 50's as Matrix guessed. I put those in their to make it look more like a "game" in the video... in actuality, there was no score system yet, nor would we have used something like point-ups anyway (so it was video "fluff"). There is some "rotation" in Ofer's own video - which is TOTALLY awesome and the most Sonic-like of them all (lots of paths and cool path shapes). I'll share that pretty soon.  hxc - lol... Yes. *raises one eyebrow* AG Wolf - Thanks, amigo. Without that tool though and its capabilities, I could never have imagined setting up those levels any other way. Ace - It's certainly nice to think so. What an accomplishment that would be!  Xeniczone - You're right - most of what was shown publicly were complete tests for one reason or another - or the materials weren't in the best shape to show... so "smoke and mirrors" is harder to compare to levels that had at least *some* thought put into them for real gameplay purposes. Keith - Gracias. I hear you... but we'll have a chance to take the spirit of what the game could have been and dream up our own actual playable fan game! Gen - It was sadly too late. The Saturn door was closed and the PC department didn't have a slot for this game (not to mention the political difficulty of sanctioning something associated to what Nakayama-san had completely crapped on) Matt_TY - The people we showed it too seemed impressed, but it was just too late (see above). Thanks for joining the discussions, btw! Alyn - Yes, it's great that we're developing a strong sense of community. Remember, too, that many others put tons of hard work into this project - Ofer Alon (without whom there would be no levels and videos shared!), Ross Harris (without whom Sonic and the enemies wouldn't be rendered or modeled or animated), Rick Wheeler for his assistance throughout the project on all sorts of design-related issues, Don Goddard for picking up the programming torch when his predecessor couldn't make it... and so on... tons of hard-working people. VBcoder - Yes, good catches... Ofer really coded the engine well... it was insanely fast (look at ZBrush - it can render and manipulate MILLIONS of polygons in real-time... you can see the same talent that went into that app in this engine!). Thanks for the level design kudos - I think they had some promising elements in them. Certainly with another 6 months the level designs would have greatly improved! The "key" was like the "50's" score... another "game-like" addition for the video to seem like it had more "gameplay"... I hate that key, it was a horrible graphic and I wish I'd never added it... lol IP: 66.229.30.214 |
VBcoder unregistered
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posted April 09, 2006 05:29 AM
"Yes, it's great that we're developing a strong sense of community. Remember, too, that many others put tons of hard work into this project - Ofer Alon (without whom there would be no levels and videos shared!), Ross Harris (without whom Sonic and the enemies wouldn't be rendered or modeled or animated), Rick Wheeler for his assistance throughout the project on all sorts of design-related issues, Don Goddard for picking up the programming torch when his predecessor couldn't make it... and so on... tons of hard-working people." >>>I agree, you can tell from watching the videos that a LOT of effort was put into the game. Xtreme seems to be like Sonic Adventure, both games have had a LOT of effort put into them and it shows. (Just a shame that Xtreme didnt make it while ADV did.) Its this "effort" that I feel was lacking in Heroes/Shadow. But I did think that Sonic Riders was well put together. I had that same giddy excitement that I had back when I played Sonic Adventure for the first time back in oct 99. IP: 62.6.116.45 |
Rinna unregistered
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posted April 19, 2006 07:46 PM
I like the Winter theme and looks like a it was stright out from a bug game myuIP: 63.229.74.175 |
NekoSim unregistered
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posted April 20, 2006 01:37 AM
Thanks to this video being one of the best "pure gameplay" examples of the game I've seen so far I can finally base an opinion on it.I kinda have mixed feelings about it. On one hand the graphics look amazing for it's time and the gameplay does look smooth. I'm not sure if I like the lens effect. I do see how it gives you a much better view of what is to the left and right but I noticed that when Sonic runs toward the camera, you have no idea of what you are running into. Is this something that was being worked on? I do love how the world looks smaller because of the lens effect. It feels like sonic is running "around the world". All in all, the game looked very promising. It's a shame that we will not be able to see the finished product. [edited April 20, 2006 by NekoSim] IP: 24.226.114.83 |
Matrix802 unregistered
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posted April 20, 2006 05:41 AM
Has anyone noticed that from watching these videos, it appears that Sonic Xtreme's engine rendeered video better than the Playstation did? If you play an origional Playstation game, you'll notice that the objects' textures will bend and distort as they rotate or perform any kind of movement. Here, I see none of that; Sonic Xtreme was able to do a much nicer job rendeering the sprites/textures/3D camera views than the Playstation! I think that's pretty awesome!IP: 70.181.53.141 |
Ace unregistered
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posted April 20, 2006 06:46 AM
well the PSX were'nt really that awesome that everyone thinks, it was a 32bit machine who was kept alive buy letting Sonys Big Bucks buy all the Big and Commercial games (Final Fantasy, Digimon and so on) and then ofocurse, Sony havae always been great on the market, both the Saturn and Dreamcast where acctually better graphicly (especially Dreamcast, which was better in ALL WAYS, exept marketing), but then again, yea, it's MUCH better than playstationIP: 213.112.127.228 |
Guess_Who unregistered
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posted April 20, 2006 02:30 PM
quote: Originally posted by Ace: well the PSX were'nt really that awesome that everyone thinks, it was a 32bit machine who was kept alive buy letting Sonys Big Bucks buy all the Big and Commercial games and then ofocurse, Sony havae always been great on the market, both the Saturn and Dreamcast where acctually better graphicly (especially Dreamcast, which was better in ALL WAYS, exept marketing), but then again, yea, it's MUCH better than playstation
The Dreamcast can't count, it was a generation after Playstation (PS was PS/Saturn/N64, Dreamcast is DC/PS2/XBOX/NGC). That level is sexy.  IP: 70.255.8.99 |
Ace unregistered
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posted April 20, 2006 10:23 PM
quote: Originally posted by Guess_Who: The Dreamcast can't count, it was a generation after Playstation (PS was PS/Saturn/N64, Dreamcast is DC/PS2/XBOX/NGC).That level is sexy. 
well acctually it was the PCS that kind of bet ot the dreamcast even though it should have been PS2, so basicly you have to count PCX when it comes to dreamcast IP: 213.112.127.228 |
Matrix802 unregistered
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posted April 21, 2006 08:45 AM
(Deleted Message)[edited April 21, 2006 by Matrix802] IP: 70.181.53.141 |
kurisu Administrator
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posted April 21, 2006 08:50 AM
Hi Matrix - In my haste to release these, I neglected to mention that each video requires the DivX codec to play properly. You can find it here: http://www.divx.com/ Let me know if this helps - then I'll include this info in each video topic.  IP: 66.229.30.214 |
Matrix802 unregistered
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posted April 21, 2006 10:51 AM
Yes, it did! Thanks, Kurisu!IP: 70.181.53.141 |
Tweaker unregistered
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posted April 21, 2006 03:39 PM
Yeah, someone put this on YouTube. Very cool stuff, I love this level too. =PIP: 66.67.236.98 | |