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Everything posted by Riseodvi
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Does anyone know a way to make a voice recording sound like a Genesis-era PCM? (Auto-tune might work, but it would sound too clear...)
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Heeeeey, I made a Sonic chatbot just for why not: http://www.chatbot4u.com/en/externals/widget?chatbot=sonic-18&w=630&h=340&type=test
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This isn't related to Sonic, but a guy who's name rhymes with"Bobin Filliams" was found dead today, likely a suicide. Am being sad, game is not happy end.
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He was such a terrific guy who would cheer me up whenever I watched his movies. Depression can be a bitch sometimes, huh?
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Well, at least he's been immortalized as Genie.
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......NOT WILLIAMS!
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Should I play Eggman Hates Furries? It looks freakin' awesome but I just don't want to have to get a new set of eyes when I'm done (What exactly happens at the end?).
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Scrolling through Google Images is like diving deep into the sea: the further down you go, the weirder and more disturbing the things you see are.
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Would a hotwired spindash (like the one in Generations) work in a classic-style fangame or would it feel out of place?
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I think it could work and actaully had it (somewhat) in one of my older fiddling things
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Depends on how you design the levels I suppose.
The levels in Generations were built with the Spin dash button build in mind allowing players to spam it as much as they want.
In the classics, I'm pretty sure a dedicated spindash button would possbily allow players to access areas they should be able to get to. Still, this is just off the top of my head so just add the spindash button and decide for yourself if its out of place. I don't think it would feel to out of place.
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I just discovered that you can do a low range homing attack in Super Mario Galaxy by jumping, then performing a spin and stomp in quick fashion. yay...
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To me, Sonic Adventure 1 always felt more like the classic games. Sure he has a homing attack, but the controls were much looser and it featured more gimmicks.
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Adventure 1 would have been alot better if it wasn't so buggy. SA2 built around its engine way better and encouraged environment interactions. It was the better designed game IMO.
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@Serephim SA1 was buggy, but I don't really remember any times it really obstructed the gameplay, though I do agree that SA2 was built with the engine's limitations in mind. SA1 had fantastic moments that were often ruined by the camera screwing around. SA2 worked around this by keeping the levels more linear. But it'd be hard for me to choose which is my favorite because of how different they are. It's like comparing apples and pineapples.
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Adventure Control- how I miss you