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Aerosol

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Everything posted by Aerosol

  1. Warframe I've been playing this way too much recently.
  2. I already have Dead Space, so I'll pass.
  3. Sorry, I just refer to the whole thing as Sonic 3 because of Sonic 3 Complete. I am referring to the Death Egg boss in Sonic and Knuckles, yea. Like I said, kinda-sorta auto scrolling.
  4. Not just Mushroom Hill, but Sonic 3's Final Boss. Kinda sorta auto-scrolling. And I reiterate, I do agree with you. They often suck.
  5. The originals did use them on at least two occasions that I can immediately recall. But yes, they tend to suck.
  6. That's not quite what makes it so weird to me, but thanks anyway.
  7. Hmm. The list editor is better, but not as nice as I'd like.
  8. The name Ninja wasn't really connecting with the song right in my head anyway. Blues, however, makes sense. For a couple reasons. Good luck in that search man, cause I'm stumped.
  9. I'm not going to nitpick your choice of words here. All I'm saying is that it's not a guide, it's a list of your personal grievances. That said, I'm out.
  10. What you have is less of a guide and more of a list of grievances, though. I've offered my two cents on that regard, in any case.
  11. The problem with these "modern style" fangames is that they don't realize their playing the worlds most stupid game of chinese whispers. Unleashed daytime was Sonic Rush in 3D and it worked well. But these fangames don't look at Sonic Rush for inspiration. They try to turn the Daytime gameplay 2D again and it just doesn't work out.
  12. I'm seeing a lot of opinions in here, and for the most part I agree with the both of you. There are, however, these two points Rolling jump lock I'm a big fan of the rolling jump lock actually. The only problem I have with it is, because midair speed was capped in Sonic 1 (and 2 I believe), you could be rolling real fast, jump, and suddenly you're not moving as fast. Why am I a fan of the rolling jump lock? Because it makes successful rolling jumps feel skillful as fuck. Besides that, giving the player an out with the Insta-Shield means that there's time to bail if you foresee your roll-jump not working out too well. Win-win in my book. So I say keep the rolling jump lock, just make sure that your ground speed is carried over into your air speed. Super Peel-Out is (not) useless The hell it is. It allows you to get up to speed in a manner in which you can maintain that speed on ground that isn't downhill. Compare that with the spindash, where once you're up to speed you don't have much control unless you jump. If I perform a peel-out and notice a moment later that that is a terrible idea, I can stop a lot sooner. Not to mention I can jump without a lock (and I actually prefer having the lock in place). The peel-out adds another level of easy-to-get, hard-to-master complexity to Sonic gameplay. It definitely is not useless.
  13. I think I know what song you're talking about. Are you sure it wasn't Protoman's Whistle?
  14. Don't worry, I'm not talking about the organization of the events. I'm talking about MMF2's event editor period. I've always thought it was ugly. I have to say Worlds itself is better organized than I remember. I was thinking of doing just that DW, don't worry. I just didn't want to reinvent the wheel if something like that already existed. Guess I'll get cracking. It's just that, again, MMF2's event editor is ugly as sin. You guys are probably used to it, and I was too once upon a time. But coming back to it I just look at it and want to puke. I don't need help with anything specific now, since I'm not entirely sure what to work on first. I'm leaning towards building a level with the test tiles first, which I don't really need help with. I mean, how hard can placing tiles around be? When I do have questions, I'll make a topic. Thanks though.
  15. I did, and I learned that Blast Processing was not in use. And also which qualifiers were in use. Unless I'm missing something else? I remember previous versions of Worlds having a whole heap of documentation exactly where I'm looking, but maybe I'm remembering that wrong too.
  16. I'm feeling real out of touch here but... Where is the documentation? Is it only in comments in the event list? Or am I missing something? The event editor is kinda horrid, and the frame editor is a total mess, so neither of which are really inviting of the "get stuck in!" mentality. I know Lake made a 0.5 tutorial, but it's for 0.5. And besides, I'm not exactly looking for a tutorial. Just some documentation so that if I need to know something, I can pop it open and refer to it. Right now I see a metric gigaton of stuff everywhere that I don't plan on using at all. If it's in the works don't mind me. If it's coming soon, I'll even keep my trap shut . And to be honest, it's the level editing functions that hold me back the most. But I understand that IS on the way, but not any time this year.
  17. Yo. I'm going to try to actively post here again. I've been with SFGHQ since the ezbread days, which makes me feel equal parts pathetic and old. Awesome! A lot have things have changed since then and I see a lot of new faces. Edit: oh carp it's Ink!
  18. I just cleared out my inbox. 8 years worth of PMs in there jesus. Give it another go.
  19. I'm looking for a concept artist. Someone I can throw an idea at and get quick painting illustrating said idea. I don't really want to go into detail as to what I'm doing, because I think it's silly to make a grandiose announcement of a fangame project with little to show of it, don't you? To be honest, I was just going to go to conceptart.org and pay someone there, but I wanted to give you guys a shot first. Send me a pm and we can maybe work out the details. I'm still looking unless I note that my search is over in this here OP.
  20. Alot of the bigger changes are under-the-hood, TailsSena. I'm not sure what you expected to experience... Also, I find your complaints about level design in a level made just for engine demonstration amusing.
  21. Oh hey, look, a new build of Delta! Fantastic fellas. Absolutely brilliant.
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