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Serephim

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Everything posted by Serephim

  1. Really? I'd call the last two entries into smash brothers quite lazy, but that's from the perspective of someone who disagrees with Sakurai's belief that the game being well designed is somehow not in the best interest of the series. I do believe the new characters carry the weight of the dreadful clones that showed up in this game, but yeah, smash 4 doesn't really seem all that 'new' to me.
  2. Wha? What is this, an Indie game? Is this not Smash Bros. and Nintendo we're talking about here? Lets be real, smash 4 wii-U barely looks that different from brawl did, and alot of animations were straight imported from brawl. Yeah, i know, that's the point. It's called being lazy. Wolf and Lucas were clones in moveset likeness of Ness and Fox, but played and LOOKED alot different because their animations and abilities were much different.
  3. I like Sonic Advance more than any of the genesis titles, and Amy was a very well designed character addition, being entirely ability based with no spindash, roll or spin attack upon jumping. Dimps is credited as a developer for some of the most well-designed titles in more than just the Sonic franchise. Both Rush games were well received, and Sonic Advance was basically Sonic 3 with a new button for abilities. You don't know what you're talking about when you bash them for how shitty Sonic 4 is, especially when Sonic Team has been pumping out trashcan quality 2D and 3D sonic games for years. Sonic Advance practically IS sonic 4, being the last game that plays exactly like a genesis title, but adds abilities and characters like 2, 3 and S&K did.
  4. Felik is still coming from the angle that he should stop making the game because it isn't professional and is never going to be popular...and if that's what he's really implying, then i find it completely self-defeating. Just because it isn't a sonic fangame doesn't mean it has to be an indie game on the level of Cavestory or Super Meat Boy. The whole point of this is supposed to be self expression through your creations. He himself said that he doesn't care if it never becomes popular, and chances are great that it won't, but there is still very valuable experience to gain from going through the motion. And you guys may have a hard time believing this, but good game theory and thorough research of games you like is not the same thing as game development. It's just not. it's okay to realize that you need improvement, but does that mean you should go hide in the mountains and only emerge when you're godlike at whatever you're doing? Knowledge isn't the same thing as wisdom, and if he really wants to keep making games until they're popular, he's going to get the blunt truth one way or the other. I see absolutely no harm in this whatsoever unless he quit his day job.
  5. Sonic Rush is probably my favorite 2D sonic game. I hear Rush Adventure was pretty good too, and it looks good. But I couldnt stomach the ridiculous amount of padding in the game added so it could have a storyline, so I never got past the first real stage.
  6. I know alot of people here live and die by this philosophy, but trying to start straight from "professional" isn't always the best choice, and TBH i'm starting to doubt how often the mindset actually turns out beneficial. He's not going to magically go from amateur to not amateur just by restarting his game. Not to mention, Strife put money into FP's kickstarter, and then used that money to spiff up the graphics. But I doubt he'd have gotten to that step if he scrapped the game everytime he realized he didn't sprite as well as someone he could contract for it.
  7. Watched some streams of the final 3DS version. Really not very impressed with the game. The clones are pretty ridiculous. What's more ridiculous is how more tasteful clones like Lucas and Wolf were removed.
  8. I know Nintendo is trying their hardest to make Smash Bros not a fighting game...but such a demo should really come with the damn system from this point forward. It's currently the only reason i'd buy a 3DS, and Smash was the reason I bought a 64 and Gamecube, and if Brawl wasn't garbage, it would have made me buy a Wii. There is nothing bad that can come from everyone having the smash demo. Nintendo is starting to actually act like a company run by old people. Their decisions just don't make sense anymore.
  9. For 3D levels, it's either Jungle Joyride from Unleashed or Final Rush from SA2.
  10. the game was so bad, sega preemptively made sure they never have to mention it again then generations fucked it up by pretending that 06 was actually a videogame and not a shit streak
  11. Wow. @Pulse - I understand you're trying to help, but I was quite surprised to click that link to find a 6-page dissertation on this demo. While I can agree on some points, the majority of it seems to be pandering around design philosophies, many of which CAN be applied to Spark...but then again can be applied to any game if you try hard enough. I don't see much value in comparing Megaman X or Azure Striker Gunvolt to this game. There are many situations where you can call a failure to grab the player a 'design flaw', but then again it could easily just be an opinion of yours. Fixing Spark by making it more like Megaman X isn't fixing spark, it's designing a different videogame. Now: Do you want spark to be a thing? Yes, spark has some issues that need fixing. No, the graphics are not professional, thats understandable. Regardless, the thing I like the most about you Lake is that despite all of this, you actually complete games. You could rebuild it from the ground up, and it would certainly be better for it. But I don't think that's necessary. None of the issues i brought up requires that level of overhaul. Do not make the mistake of trying to please everyone who plays your game, you will never succeed at it. That includes fans of other platformers, other artists, ect. Just continue making the game in ways you think are fun, and make improvements along the way. Just realize, Sonic BTS/ATS/CA were not perfect games, in fact I could criticize them just as much as spark. But that's fine, because people played them, loved them, and now support you and Spark because they enjoy the things you create. I say, go for 3. Continue doing whatever it is you're doing, release demos from time to time, take the advice but keep it moving. The execution may not be perfect right out the oven, but your ideas are intriguing and enjoyable, and player feedback will get you there.
  12. Just playing hyperdrive, not really into reskin hacks. This is actually really fun. I appreciate the almost megaman style traps you have in here. I usually complain about kill traps, but they're elegant enough that i seem to be able to avoid and anticipate the setups. Overall the level design is very solid, everything feels deliberate and well thought out. I've only played the first 3 levels before I game over'd, but I can see myself coming back to finish it eventually.
  13. I would never insult a game by saying it was as broken as S06 was. I can't think of a single thing 06 improved gameplay or design wise over Heroes or Shadow. Hell, even adventure 2. At best, it was a buggy, badly animated sequel to SA1 with even worse voice acting
  14. This is what I was getting at. Seems like for practicality the stage should be loaded in compartments as needed. This is why I asked about culling the shadows. It shouldn't be wasting time drawing shadows on surfaces that are impossible to see from any viewpoint anyway. Then again, i have no clue how hard that is to implement. So if you can get the same result out of modeling the stage as one huge object, then that's a viable hack to the problem.
  15. took me so long to warm up to mmz artstyle
  16. Woah is it supposed to do that? There's no culling feature for shadows? Don't know much about 3D gaming, but that seems like a bad idea.
  17. Yeah, I feel like the powerups are well designed, but the system for managing them is leaving something to be desired. They feel like the shields from Sonic 3 with more functions, except they're treated like expendables. Instead of making me want to find them, it just kind of discourages me from the whole ordeal to begin with, because they're littered around somewhat massive levels but you lose them so easily.
  18. I'm sure, like, 98% of players would never notice any of those inconsistencies. They still play the same.
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