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MegaDash

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Everything posted by MegaDash

  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.
  14. I occasionally burn a bundle of salvia as incense, but nothing more. I've never bothered snorting anything in my life, and I don't feel I'm missing much.
  15. *Looks at the content of the first half of this thread* Damn, I can't figure! Why IS Pedro mad at us? Sonic Forever After.
  16. Exactly my point. The name wouldn't have made sense, even though it drew upon the unique Planet Freedom. So, Sonic 2 or 3 then. That's good. I wasn't aware that was also South Island. :/ No Tails, huh? Fair enough. Not even as an NPC? So, Sonic will have the homing attack. Any other moves we can expect from him? Perhaps even an new move that applies specifically to this game?
  17. I never had a problem with Sonic Henceforth, but then I didn't really give much of a damn. I just liked how the game was looking and sounding. There were two worlds in the Sonic OVA, right? Planet Freedom and the Land of Darkness? Sonic Freedom might have been a good idea if the game has any real (marketing) connection to the idea of freedom, which I'm assuming it doesn't, so on second thought, Sonic the Hedgehog or Sonic Henceforth are fine. So, talking about the actual fucking game: What are you plans for organizing the structure of the game? Since this is a "reboot" of sorts to Sonic, what are you going to change or do differently? Still going to go with the whole zone-to-zone progression with each zone having 2 or 3 acts, or are you going to do something different with that, like turn it into a sort of Metroidvania construct? I'm going to assume you'll use familiar locales located on both Planet Freedom and the Land of Darkness, like the lagoon where Sonic and Tails hang out, the presidential city, some desolate robot-laden plain in the Land of Darkness, and Eggmanland, right? Or are you going to introduce some new locales to go to? Will we be able to play as Tails, or will Tails actually be useful in a co-op sense? Like flying you to certain unreachable areas or helping you to defeat a certain boss? Is Sarah or the President making a return, or is it just Robotnik we'll be dealing with?
  18. The artwork looks fucking excellent in this game, vexer, and the sound design doesn't sound too far from excellence itself. While I'm not sure whether the level design will be more or less compelling and fun than the Genesis games, I will definitely be looking forward to playing this game, and I will probably enjoy it more than I expect. Don't let me down, man. It's looking really good!
  19. Looks good, and I like the concept behind the game. It sounds rich and exciting with potential and vision. I expect to have a very fun time with this fangame. Good luck, man. And the title screen is lovely and stylish. Can't wait for a full-fledged gameplay vid or demo.
  20. There is no Internet but what you make for yourself. What have you done today?
  21. Nah. Instead, the Werehog stages were sparse, zoomed out, and even more boring, the day stages were even larger wastes of unexciting game space, and the final boss wasn't at all thrilling. It was cheap. First a rock-em sock-em robots sequences, then run around with the same excitement from the day stages, only with more trial and error, and then a mildly not-so-exciting Super Sonic *SNOOOOOOOOORRRRRRRRRRRRREEEEEEEEEEEE*. It's pretty sad when the best part about that game were the Gaia temples' puzzle rooms. I dunno. Unleashed HD may have the shitty medal collecting and the boring hub worlds and Tornado missions to slog through, but at least the action and visual presentation look way more exciting otherwise. And it also has two other continents that were left out of the Wii version.
  22. Sonic controls like an assload of bricks in 3D, but the 2D controls really aren't that bad. If anything, it's only the jump and double-jump that needs tightening, and even that I can deal with. I still had loads more fun with this game than Unleashed, hands-down. There's more to do and less to be frustrated with, like mandatory medal collecting and overextended Werehog stages.
  23. Someone on another forum encountered the same problem with the draw distance: Here's the image of the error: http://img202.imageshack.us/img202/2586/aurgh.png EDIT: Side note -- ever heard of ? Just an idea for a future fangame.
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