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MegaDash

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  1. Har har, somebody mistook Descent as a person. Actually, oddwarg used a song from Descent in the soundtrack for EHF: Io Sulfur Mine. You hear it when you fight the drill boss. It's one of the more exciting songs from the game's soundtrack, if the only really exciting one.
  2. You could also turn them into badniks themselves. Sonic's never had to fight off or avoid a palm tree.
  3. Whatever, guys. This project is still looking pretty fucking sweet. Especially if they manage to effectively do the unused zones and whatnot, as well as all in HD graphics and redone music.
  4. Really? Looked all-right in the trailer, unless that's just a well-orchestrated animatic not representative of the final product. Oh, wait ...
  5. That's fine, but in that case, I recommend scrapping the sprite sheets for Sonic and Tails and either hiring someone to make new 32-bit sprites, make them yourself, or "upgrade" the existing sheets to a 32-bit level of color and detail. That's if you want to get the full effect of a 2D Sega Saturn Sonic game. I'm just looking out for you on this one. If you don't get it right, Segata Sanshiro will be around to kick your ass when you least expect it. And then he'll make you play Sega Saturn. Be imaginative. No two acts or zones in the classic Sonic games were exactly alike. They were rich in structural differences between acts and overall stylistic differences between zones. If the game feels like a Rush or an Advance game, then you're doing something wrong.
  6. It's an internal trust issue. I give you web space for your community project, you give me updates and details to keep convincing me I should give you web space for your community project. Doesn't that cost money, anyways?
  7. Agreed with GameNerd, but even if it's just a straight-up HD port with no frills and no addons, hell, I'd still play it. It looks fucking gorgeous. And just to make it clear, I'd be fine if there were no zone-to-zone transitions. That was more of a staple of Sonic 3 & Knuckles, and I don't mind it staying like that with the exception of Sonic 4. Actually, there are plans to include the scrapped zones from the game, namely Hidden Palace Zone, at least. Others we might expect are Wood Zone and Dust Hill Zone, but I don't believe that's set. Genocide Zone became Metropolis Zone, I believe, as "genocide" was probably a description too touchy for young audiences.
  8. I liked Sonic CD. And so does most of Retro and ScrewAttack, evidently. >.> Very big, colorful, and expansive. Also great mood music. And thyme travel. That being said, though, Sonic 2 is much faster and yet still remains lovingly smooth in stage design. I'm hoping the look of S2HD lives up to such smoothness.
  9. Cool. A few things though: 1. The sand is too bright and lacks contrast and texture. Try adding some herbal growth closer to the foreground, like at the beginning of Angel Island Zone, to help break up the monotony and give the sense that, at some points, you're looking past bushes and trees towards Sonic. Experiment with coloring the sand and giving it layers of texture. 2. So far, the layout looks to have too many sharp angles and not enough smooth rolling curves. 3. See about retexturing the bridges to give them more of a woody look instead of an MS Paint look. g00d luk!
  10. I'll corroborate one thing from CrypticSailor: lack of unique enemies. It wasn't a huge problem for me, and I do remember that turret-guy-thing in one of the later acts, but it looks like it could use some design work. Oh, and that spider design needs to go. It looks a tad cheap. As for not having elements that differentiate it from any other Sonic game: that's hardly true for any other Sonic fan game. Sometimes borrowing or scavenging familiar set pieces from the old games, cutting them up, and giving them a new paint job and new bells-and-whistles is enough to liven up the overall impression of the stage--if done well. I would like to see some genuine creativity from the game, naturally; but all in good time. So far it looks neat, and I do rather enjoy that extra speedy ghost-image running animation. Also the distinct lack of abuse of speed boosters. I think there were like, a few, and if there were more I didn't notice them.
  11. It's close enough. The controls and physics feel right, the art direction is simply lovely, and there are enough loops, curves, and rolling paths well synthesized with platforms other foreground objects to make me feel like I'm playing a really good Sonic game, because I am. It does some different things, like have steep cliffs for Sonic to roll down and watch the background change from stormy to sunny and whatnot, and I consider things like that a good sign of creativity. I don't feel like I'm specifically playing one of the Genesis games, and I don't feel like I'm playing a Rush game. I feel like I'm playing a Sonic game in it's own right that takes after the look and feel of the Genesis games. Kinda like a sequel, only with the more limited scope of a fangame. That's all.
  12. I thought the visuals were lovely. Crisp, clean, and in HD. I'd play it once they release it. I mean, damn.
  13. Fabulous! Lovely design aesthetics, very good level design overall. Keep it up.
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