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Posts I've Made
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In Topic: Sonic Colours out for Wii/DS
10 November 2010 - 06:51 AM
-Super Sonic cannot use wisps powers
I think this is because the Wisps transform Sonic, but they can't effect Sonic while transformed, (unless they are involved in the transformation) meaning that they can't transform Super Sonic
-Levels that require wisps powers are edited for Super Sonic
That way, you can still complete the level as Super Sonic, I guess
-Super Sonic is not playable in Gameland, E.G.G. Shuttle, and Bosses
Seeing as Gameland has the robots, I doubt that they could turn Super. And I think the reason why Challenge Mode doesn't let you use Super Sonic is because it would be overkill. The same goes for the bosses.
-Super Sonic gains 2,000 every second
It's every TWO seconds, not every second.
-Super Sonic has infinite boost
I have only one word to say to this: BOOST, BOOST, BOOST! This makes Super Sonic key for Time Attacking most levels
Also, does Super Sonic have infinite air?
Finally, I can't believe that two people was ninja'd with regards to Super Sonic being in the game! -
In Topic: Special Stage Development
08 November 2010 - 06:45 AM
Transparency is also a good idea, but it should not be too much as to let you see too far off what's coming at you, to preserve the element of surprise.
Hmm... Maybe the farther away a tube is to Sonic, the less transparent it is on screen? Example: If a tube is really close to Sonic, it could be about 80% transparent where as if it's far away, it might be about 20% transparent. Not sure if transparency is a good idea but that could work.
I think that it should be the reverse of this: less transparent nearby (so that you can see the full BG of the stage) but more transparent the further away it is. And, the transparencies stack when looking through more than one plane of glass, (like in the corners) so that it's harder to see what's coming up around a corner. -
In Topic: Another Sonic Storybook game: Yes or No?
03 November 2010 - 05:01 AM
I do have a problem with not being able to enjoy myself due to confusing, unorthodox, seemingly unresponsive, and unnecessary controls.
That's exactly what I was thinking. I mean, you can make great enviroments for your game, but if the controled are as *Navied* up like *Navi*, hardly anyone would enjoy playing it. SatSR is a prime example of that in effect.
So, if they do make a third Storybook game, they need to take three things in mind:
1) Make sure that the story is easily adaptable so that Sonic and co. can fit in. SatSR was ok, but SatBK was spoiled with the true ending. I agree with Amy on that one - it would be better if Sonic was making THAT up.
2) Make the controls WORK. If they are unresponsive, fix them! If they are not needed at all, remove them! If they are confusing too many people, make them simpler!
3) You DON'T need to cast Sonic in the lead role. Heck, some stories would be better adapted if you were playing as Knuckles, Tails, or even... No, scratch that idea. I'm not sure how people would respond to it. -
In Topic: Special Stage Development
19 October 2010 - 09:11 AM
The stage format isn't set in stone so I wouldn't make anything too elaborate as it won't be the exact same format in future
It will come with the original stages which will be built using the editor, and if this is integrated into S2HD then obviously these are the ones you will play during the game. I'm not sure what the Sonic 2 HD team plans to make customisable or not, but at least as a standalone program we can then look at extra piece types and so on for the editor.
Well, I look foward to seeing this get better. It's just a shame that I'm more of a technical person than an art person, otherwise I would try and help with regards to the art style of the stages.
But, looking at what has come before, I really like Hamneggs's idea of textured glass for the floor. -
In Topic: Special Stage Development
19 October 2010 - 07:33 AM
Looks like you need the latest DirectX, but as you're on a school computer that probably won't be an option. I'm working towards eliminating the dependency on D3DX by compiling the shaders offline in advance, which should alleviate some of the version problems already seen, though it's always worth making sure you're up-to-date
Well, if I manage to get onto my computer during the next week (as it's half term next week, and it's one of the few times when I could get onto it) I'll see if I can play it then.
But still, I can't wait to try the demo version of the Special Stages. Heck, I might even try and make a few myself when I can.
Speaking of that, once the engine for the Special Stages has been completed, how are you going to go about making them? Will they be made exactly like the Sonic 2 counterparts, or will there be completly new ones? Although I guess the later would happen if it allows for full 360 degree loops.
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