Combat In The New Modern 2D Sonic Game

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  • เผยแพร่เมื่อ 28 ก.ย. 2024

ความคิดเห็น • 78

  • @BaneStudio
    @BaneStudio  2 ปีที่แล้ว +45

    I am aware the system is not perfect. BUT as we get closer to SAGE 2022, more things will be revealed. The combos may look lack luster in the video only because of I am merely showcasing the moveset. That being said, the fighting is meant to be simple because the focus is going towards how to approach different enemy types. Some are flying, some are tanks, some have missles, some have certain defenses against attacks, etc. There is more to come!

    • @w.dcomic2557
      @w.dcomic2557 2 ปีที่แล้ว +1

      so the version alpha F isnt released yet????

    • @nicholasgreaves3548
      @nicholasgreaves3548 2 ปีที่แล้ว +1

      When are going to show Knuckles's combos

  • @Zarkator
    @Zarkator 2 ปีที่แล้ว +35

    The devil may cry inspiration is great, however I personally disliked this game when I tried it. I don't wanna be a complainer in a youtube comment section but my honest feedback is that if we're gonna have enemies with unique stats/health bars/ttk and a deep combat system that relies so heavily on building up and maintaining movement to convert into damage like this... why are the stages timed at all? My analogy would be like if devil may cry's primary ranking stat was time. Time has been a factor in the earlier games, but DMC5 completely disregards time in the final stage rankings, and per fight it is the least important modifier. Sonic being about speed + style is accurate and the ideas here are poignant, I just think sonic attacking an enemy more than say 3 times for the sake of a style meter or stair stepping them to higher platforms does not mesh well with the tight camera and narrow perspective of a 2d platformer. At the very least i'd ask for an option to have the camera zoom out very far during combat so that the ground is always visible when im 100 feet in the air guard flying on a dumb lil egg pawn. Maybe freeze the stage timer and add a secondary timer for combat engagements that adds to your score afterward, and the stage timer resumes when you're actually playing the stage. I think there's plenty of potential with this idea, it just needs a couple more passes like these to smooth it out and make it less stressful to do the fun and cool thing you've specifically crafted for the engine.

  • @ThatOneGuyNamedLemon
    @ThatOneGuyNamedLemon 2 ปีที่แล้ว +9

    Ok, in all seriousness here, if you want to make the fighting sistem a core part of the game, then you NEED a training mode for players to experiment with it in a safe environment.
    Like DMC V for example, you want to beat a stage as fast and stylish as possible. Now, this actively disencourages experimentation during stages, since well, making up a combo or trying something up for the first time in the middle of a run is inefficient.
    A training mode can be something simple, accessible from a menu, a test stage with a dummy; let the player decide how many enemies and wich ones are present, an indicator that tells you how much damage you've dealt, and a reset button to put all enemies and Sonic back in starting position.
    I like the concept, but often I find it conflicting that some Sonic games have battle sistems that confine you to a small area when it's all about rushing through stages as fast and efficient as possible. But, if the sistem is good, and you give us the tools to really make the most out of it, then I'm sold.

    • @BaneStudio
      @BaneStudio  2 ปีที่แล้ว +6

      Oh def. Will be added, but it’s going to take some time

  • @kiddbusiness
    @kiddbusiness 2 ปีที่แล้ว +3

    BROOOO ITS LIKE A WHOLE PROFESSIONAL SPRITE BATTLE ANIMATIONS

  • @ExtemTheHedgehogLol
    @ExtemTheHedgehogLol 2 ปีที่แล้ว +17

    This combat style really reminds me of the cool beat-em-up style of the Werehog but meshed perfectly with the fast paced action of regular Sonic. I absolutely love it and I can’t wait to be able to play it myself!
    -However, labeling it as a “modern” game isn’t completely true, unless you count the Sonic Advance series as modern.-

  • @Lykast
    @Lykast 2 ปีที่แล้ว +67

    I hope when this releases it blows up so Sega can see this. I think you're revolutionizing sonic in a unique way.

    • @coccaa
      @coccaa 2 ปีที่แล้ว +1

      What do you want them to do

    • @blap721
      @blap721 2 ปีที่แล้ว +1

      @@coccaa New Sonic mania for the advance Trilogy?

    • @NewSkater3000
      @NewSkater3000 2 ปีที่แล้ว +1

      @@blap721 what

    • @aadithecool448
      @aadithecool448 2 ปีที่แล้ว +1

      @@NewSkater3000 Basically a sequel to the advance series, with a mania-style glow up

    • @NewSkater3000
      @NewSkater3000 2 ปีที่แล้ว

      @@aadithecool448 oooooooooooh. thanks

  • @pixellord2370
    @pixellord2370 2 ปีที่แล้ว +3

    Oh boy, he "be schmoovin' and (spin) ballin"

  • @PsycoSear
    @PsycoSear 2 ปีที่แล้ว +9

    This really looks like an interesting and graspable concept. It does make me wonder how it would be used for bosses and if confirmed, player-sized bosses (rivals if you will). I’m also interested in how Tails and especially Knuckles will come to play with their combos.

  • @treysketch5651
    @treysketch5651 2 ปีที่แล้ว +5

    Can’t wait to see how this combat flows through the regular parts of the level! Instead of using an obvious homing attack chain we see in every sonic game, I can see players carrying the badnicks with the combos to get across faster/ higher routes of the level while focusing on timing and attack options instead of mashing the jump button. The enemy placement could be so natural and the platforming could be so fluid, especially with the spin dash jump!

  • @mushroomdude123
    @mushroomdude123 2 ปีที่แล้ว +2

    This is the most innovative take on 2D Sonic I’ve seen. Props!

  • @icynova4249
    @icynova4249 2 ปีที่แล้ว +2

    this is amazing, i hope you release it to the public soon

  • @jayjalloh3912
    @jayjalloh3912 2 ปีที่แล้ว

    You went in on this, Bane! Love your creativity. I see so much potential with this game.
    I can imagine what would Shadows combos look like (if you plan on adding him in).
    What if you made Robotnik a "hidden playable character" and the pawns would be replaced by "The Resistance members" and he fights bosses like Sonic, Knuckles, Shadow.

  • @sonicfoamyfan9805
    @sonicfoamyfan9805 2 ปีที่แล้ว +4

    This is neat and all but something about it dosen't sit right with me. like just having Sonic constantly bounce off the enemy with the same repeated motions of either bouncing and dashing or bouncing and revving in air.
    I think you should try to implement the air trick system from Advance 2. The forward trick being a multi-hit kick, the upwards trick giving you more height and let's reset into being able to dash in air again, the down trick being a extra stronger bounce attack stomp, and the backwards trick that hits anything behind Sonic as well as making him instantly roll on the ground once he lands.
    That's just my 2 cents, it's your game in the end.

  • @MiraiNozomiOfficial
    @MiraiNozomiOfficial 2 ปีที่แล้ว

    Very interesting. This is what I mean with games like this. You gotta learn it because if you dont got the will to learn something new you will never know if you can enjoy it or not from the constant judgement.

  • @gigithehedgehog8469
    @gigithehedgehog8469 2 ปีที่แล้ว +1

    This looks so cool. I hope not all enemies have this much health and this is just for demonstration purposes....

  • @LeoEmber
    @LeoEmber 2 ปีที่แล้ว

    You know we should add Amy to the game it makes so much sense but if I see sonic combat what is on jump between rocks & Ever want to attack or the same attacks are from sonic battle

  • @TheSamuofSamus
    @TheSamuofSamus 2 ปีที่แล้ว +1

    this seems slightly complicated but ill try this out once this gets controller support

  • @Mr.Board_
    @Mr.Board_ 2 ปีที่แล้ว

    Oooo more combat updates

  • @gunk7014
    @gunk7014 2 ปีที่แล้ว

    is that a-- i'm going to lose my goddamn mind is that a style meter. is that a style meter at the top of the screen. did you put a style meter in a sonic game. i'm going to go bonkers. i'm going to go positively mental. i want to play this game so bad.

  • @BUBBLEEEEEEEEEEEEEEEEEEE
    @BUBBLEEEEEEEEEEEEEEEEEEE 2 ปีที่แล้ว

    HECK YEAH SONIC CAN FIGHT NOW

  • @LeoEmber
    @LeoEmber 2 ปีที่แล้ว

    Hey where are the other sonic momentum videos please bring them back please

  • @geniuskhan2520
    @geniuskhan2520 2 ปีที่แล้ว

    This all sounds really complex. I think I’m gonna need an in-game tutorial to help me get the hang of it

  • @thefriendlydefault9684
    @thefriendlydefault9684 2 ปีที่แล้ว

    so when's the online battle mode coming out

  • @Electroudon06
    @Electroudon06 2 ปีที่แล้ว

    1:39 *Lenny face*

  • @Plexi.T
    @Plexi.T 2 ปีที่แล้ว

    Hey, if you don't mind me asking, I would love to know what game engine are you using the make this game? This information would be very nice for me to know.

    • @BaneStudio
      @BaneStudio  2 ปีที่แล้ว

      Game Maker Studio

    • @Plexi.T
      @Plexi.T 2 ปีที่แล้ว

      @@BaneStudio oh sick! Thanks for telling me 😄

  • @k1ng_frnk519
    @k1ng_frnk519 2 ปีที่แล้ว

    I has a question. I developed this rough sonic framework in game maker but slope detection and movement works like 6/10. Sometimes he’ll randomly stop all movement when coming up on a ramp or slope. How does your game handle aspects of 360 movement and collisions in the game? i’d love to get pointers if you can!

  • @Tenkuuha-xh4kp
    @Tenkuuha-xh4kp 2 ปีที่แล้ว

    Is there any way to play as the other characters?

  • @robisestevesdasilvaprime3796
    @robisestevesdasilvaprime3796 2 ปีที่แล้ว +1

    what is the story of Sonic momemtum

  • @destinyfaux1590
    @destinyfaux1590 2 ปีที่แล้ว

    Where can we download this?

  • @azullemon
    @azullemon 2 ปีที่แล้ว

    I don’t like how long it takes to fight one enemy, but i do think a bit of tweaks could make the game fire.

    • @MarkerMurker
      @MarkerMurker ปีที่แล้ว

      I actually love that enemies can take a beating because it lets you actually use combos instead of just blasting through them

  • @ari-man
    @ari-man 2 ปีที่แล้ว

    How will Sonic Frontiers compete lmao

    • @BaneStudio
      @BaneStudio  2 ปีที่แล้ว +1

      I’m not sure at this point 🤷‍♂️

  • @KaiTheLegend
    @KaiTheLegend 2 ปีที่แล้ว +26

    This is SO SICK!! This feels like a natural evolution of Sonic’s in-game abilities. I could see an official 2D Sonic game taking this direction. You’re doing such an amazing job with this game!

  • @PokeBallZSack
    @PokeBallZSack 2 ปีที่แล้ว +5

    I would love to see a speedrun of the finished version of the game, it would look like fucking black magic, Nice syestem Bane :D

  • @nicholasgreaves3548
    @nicholasgreaves3548 2 ปีที่แล้ว +2

    Because of you I have more inspirations for my future games that I will develop someday once I have the skills. So your name might be in the credits for inspiration.

  • @zainahmed4172
    @zainahmed4172 2 ปีที่แล้ว +2

    Now we wants multiple levels by your game, and release of the engine.

  • @vitexus6907
    @vitexus6907 2 ปีที่แล้ว +1

    Wow i like it now way mote than before is so improve now still i want to say something, tails and knuckles feels weird in combat even before i dont know why, knuckles feels more clumsy than sonic, yeah its stronger but, why he cant do more combos or complete combat sections faster than sonic? I think knuckles should be the better character for combat sections tails the better for exploration and sonic have a mixed style between both styles and obiusly be the better character for speedrunning levels
    I mean sure you already think about this but still just that i feel knuckles so clumsy (at least on the videos i still dont try it by my self, hope sage gets sook and download the new demo finally)

  • @WhatThe-y7w
    @WhatThe-y7w 2 ปีที่แล้ว +1

    Man that's just fucking AWESOME. I've never seen fan project with such cool battle system which work with momentum so closely. I really hope that you finish your game.

  • @NB37_NeatoNito
    @NB37_NeatoNito 2 ปีที่แล้ว +2

    I love this so much Mr.Bane's out here makin my dreams come true I've always wanted something that played like this and the fact that it comes in sonic! You love to see it!! KEEP GOIN MR.BANE!!

  • @kurrys9851
    @kurrys9851 2 ปีที่แล้ว +2

    This looks so cool and stylish, but after playing it myself god damn is it unsatisfying. It can be kinda fun after you get the hang of it but ultimately it's a lot of effort just to be able to play the game as it's intended. The combat style becomes particularly intrusive when trying to play Sonic like most people would; going fast. The slow charge homing attack, lackluster spindash and overly-healthy enemies killing your momentum is so unsatisfying when all put together. The visuals and aesthetic of this game are beautiful and I'm absolutely in love with how cool it looks, but to actually play?
    Ironically, the biggest issue for Sonic Momentum is the momentum. Sonic's homing attack only working if you charge is ALL the way is such a momentum killer when it's time to deal with enemies. Sonic being able to rapidly chain his homing attack to utilise enemies as platforms has always been so satisfying because of how fast it is, but here there's no option to chain homing attacks quickly, you have to charge it up ALL the way, EVERY single time, it's so slow. Not to mention that it also functions as a double jump, which you'd assume is supposed to extend your jump height for more accurate platforming, but as a double jump it just kills your momentum and makes platforming harder because if you let go of it you just drop like a rock.
    The second thing thats really unsatisfying is the spindash. A nitpick is that you have to hold the spindash to charge it, unfortunately you can't mash the button to rev it up like in other games but that's honestly just a preference. The main issue is that the spindash will not carry sonic to top speed like it's designed to in other games. In this game you're advised to exit your spindash early if you want to maintain your momentum. You'd think that makes sense because in most games, when sonic is in his ball for too long he's eventually relies on gravity to maintain speed. But here it just feels like Sonic's spindash momentum is being artificially killed early so that you have an incentive to run instead, and there's simply no reason for it outside of alleged "skill".
    The final issue is simply the enemies. There's no reason for the badniks to have this much health, they're all around unsatisfying to fight within the Advance/Rush style 2D level design. They either slow you down or knock you back when you spindash into them, you have to homing attack them repeatedly which is incredibly slow to execute and because of their health you're required to do it repeatedly. It honestly feels like I'm being pranked when I see that the game is titled Sonic Momentum because Sonic is never allowed to maintain any. One thing I do love about the Spindash is the ability to turn it, though. The idea of spindashing back and forth into enemies to kill them is definitely a fun one, but the enemies have far too much health to make it satisfying.
    Some random TH-cam commenter's word may not mean much of anything, but from a player's opinion, my ideal changes would be:
    -Turn sonic's double jump into an actual double jump. As it functions right now it's just really bad. Just tap it for a double jump and hold it to activate the charge dash thing.
    -Make the homing attack instant when you release the button, just make it lock onto nearby enemies when you go to double jump like it does in other games. I don't understand why it needs to charge up to find an enemy to lock onto when you're right next to one.
    -Simply remove the whole "Sonic needs to exit his spindash and run if he wants to stay fast" thing, it's just not good. Sorry.
    -Always allow Sonic to spindash through enemies. Nobody needs the momentum killer of being knocked back by a badnik, him being able to do more damage to them by building up speed is cool but being knocked back isn't.
    -Reduce enemy health. Why are they this healthy? It just makes Sonic look like a chump. If I want to kill enemies I have to completely stop progressing through the level to deal with them, Sonic should be able to plow through most enemies without issue. Most should die in 1 hit, but if you need them to have more health then simply follow the rule of 3. Unless it's some kind of boss/mini-boss there's really no need for them to take more than 3 hits. The combat system should work in tandem with Sonic's speed, not against it.

    • @BaneStudio
      @BaneStudio  2 ปีที่แล้ว +1

      A lot of these issues have been fixed in the unreleased demo. And I already debated this stuff last year, but the changes you are implying makes me assume you’re playing it like the rush / advance games. You’re not meant to use the homing attack as your primary move. In order to do well/keep your momentum you need to start learning how the moves work in this game. Start dashing into enemies instead, start using other moves instead of what you’re used to.

    • @kurrys9851
      @kurrys9851 2 ปีที่แล้ว +3

      @@BaneStudio It's nice to hear that some of the issues may have been fixed, I look forward to seeing what's changed. I understand that this game has a unique method of being played, but I think one of the biggest appeals that Sonic has is that most people can simply pick the game up and go. Sonic at his core isn't a complex character to control, he can absolutely have complex moves and skills for cool skill-expression but this game feels like it's removing or altering a lot of Sonic's base moveset and making him artificially harder to control. I'm not saying that Sonic's homing attack should be his primary move but I think it still needs to be a viable and satisfying option. As it stands right now I don't understand why it has such a long charge up before locking onto a close-by enemy, or why it doesn't actually function as a reliable double-jump. It just feels incredibly nerfed simply for the sake of it.
      Anyone can get through a Sonic level given enough time, some people with mastery over Sonic will blaze through the level because they know what they're doing but even people without mastery over Sonic still have fun getting through the level and it doesn't matter that they're not playing the optimal way because they're still enjoying themselves. The difference is that if you don't have Sonic mastered in Sonic Momentum then playing it isn't fun. I understand that you want people to really learn Sonic's moves in this game, but at the end of the day it just feels like you're saying "No you're playing it wrong, play it the right way." You can argue that's incentive to get better, but if I have to force myself to play your game then something is wrong. Being good or bad at Sonic in this game doesn't feel like a difference in skill, it just feels like the controls are incomplete. The only skill is that I haven't perfected the rigid combos that Sonic is restricted by, and finally executing them as designed doesn't make me go: "Yes, I did it!" It makes me go: "God, finally that's over." They just aren't very fun to use because of how long they take and how restrictive they feel.
      To put it simply, I think it's great that you're giving Sonic a skill ceiling so that when you practice and learn how to play him properly you can maximize his effectiveness, but I think that the skill floor for Sonic is still way too high. Sonic has no options except hard options, which is really unsatisfying so there doesn't feel like any progress. It's either hard or it's not, but ultimately it isn't fun. All of that being said this game is absolutely gorgeous, it's dripping with style and passion so I really want to like it, but in it's current form it's really hard to enjoy myself with it. Maybe some of these things are different in the unreleased demo, maybe they're not, but I still look forward to seeing how things develop.

  • @Haunt_Chocolate
    @Haunt_Chocolate 2 ปีที่แล้ว +1

    I feel like knuckles has to little going for him compared to tails and sonic really

  • @ItsAtomicSanity
    @ItsAtomicSanity 2 ปีที่แล้ว +1

    stop being a good developer

  • @Probux
    @Probux 2 ปีที่แล้ว +1

    controller support when?

  • @sh21dow
    @sh21dow 2 ปีที่แล้ว +1

    I see what you did there with the title lol
    Anyway. This seems sooo coool i love it, it seems like a completely professional animated sprite battle. The only downside i see here is that enemies seem to have a very chunky health, like some enemies i saw in the video took 2 combos to finish which could break the pace of the game
    Another thing, i wonder how the bosses will play here, will combos not work on them like in rpg games or will they work but differently(because i don't know if the bosses can be dragged and pulled like normal enemies)
    i wish that sega could buy the game from you and then release or make a partnership and get this official
    Otherwise, I can already see this game being in the top 3 list of every year's best sonic fangames

  • @carlosfromearth
    @carlosfromearth 2 ปีที่แล้ว +1

    This is incredible!!

  • @JOJO-oj8gy
    @JOJO-oj8gy 2 ปีที่แล้ว

    I want a mobile port for this game so badly😭

  • @dragonninja9908
    @dragonninja9908 2 ปีที่แล้ว

    sonic momentum does not work for my pc for some reason, i would love to play it
    it looks good

  • @FumanyuX
    @FumanyuX 2 ปีที่แล้ว

    I tried this game and it's HORRIBLE to control
    I wasted an hour on the tutorial alone
    it was THAT much of a mess, specially the weird ass jump and holding to homing attack or release to boost in the air????
    it's pure chaos, and not in a cool way.

    • @alientif0450
      @alientif0450 2 ปีที่แล้ว +1

      It's a matter of getting used to it, it's not like your going to be good at the first play, you gotta play a couple times to get used to the playstyle, I struggle playing it for the first time either, but a couple of tries you will see that this game plays, and controls super well

  • @rinoiya
    @rinoiya 2 ปีที่แล้ว

    God I love this fan game

  • @cdfam6818
    @cdfam6818 2 ปีที่แล้ว

    This is what Sonic Frointier needs

  • @JW-mk9me
    @JW-mk9me 2 ปีที่แล้ว

    I have no idea how to play this on pc

  • @Xxblade17
    @Xxblade17 2 ปีที่แล้ว

    Nice

  • @Xender97
    @Xender97 2 ปีที่แล้ว

    The tuto is so hard

  • @Ederlezizz
    @Ederlezizz 2 ปีที่แล้ว

    Combat is too slow

  • @thelookingcat
    @thelookingcat 2 ปีที่แล้ว

    Hey Bane, do you think that you could add controller support some day, or at least customizable controls? I'm left handed so the control scheme is a bit odd for me

    • @BaneStudio
      @BaneStudio  2 ปีที่แล้ว

      There is controller support. It’s just buggy atm. Working on it.

  • @tylerherr4288
    @tylerherr4288 2 ปีที่แล้ว

    how much of this is actually intentionally coded and how much is just happy little mechanic mishaps?

    • @BaneStudio
      @BaneStudio  2 ปีที่แล้ว +2

      I think half and half to be honest

    • @tylerherr4288
      @tylerherr4288 2 ปีที่แล้ว

      @@BaneStudio nice
      its neat seeing coding stuff just all fit together in an unintentional way and not be detrimental

  • @etherealhatred
    @etherealhatred 2 ปีที่แล้ว

    Even tho i'm not a huge fan of this style i have to say, most complaints come from people who seem to expect every Sonic game/fangame to be the exact same formula and/or are not willing to learn how the mechanics work and blame anyone else but themselves, that's one of the reasons i feel afraid to even make my future project public once i start with it, because unfortunately a good portion of this fandom is exceptionally dense, discouraging and don't know how to give proper criticism nor what they even want from a Sonic game