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- May 27 2012 09:48 PM
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01 May 2012 - 08:04 PMIt just hit me: 4 1 2 6 → 1941/2/6
Any idea what could match either February 6th 1941 or June 2nd 1941?
There's this thing called "Google". It's pretty good at finding answers to questions like this!
Check this link about WWII.
QuoteDay 525 February 6, 1941 Operation Compass. Libya. A column of Italian 20,000 troops, 160 tanks and 200 field guns is strung out along 7 miles of the coast road. They are contained by Combe Force's roadblock at Sidi Saleh and 4th Armoured Brigade at Beda Fomm, despite a series of uncoordinated attacks all day. Australian 6th Division captures Benghazi while 7th Support Group (another part of 7th Armoured Division) captures Sceleidima inland; both groups now close the trap on the Italians from the North.
Alot of sevens in there. Good grief, they're everywhere! Here! Someone else try out this Google thing for the other date! Don't be shy! It's easy and it works!
29 April 2012 - 08:50 PMSo pretty. So, so pretty.
Also, I scribble in class regularly and eventually I randomly spawned something that resembles a forest/grassy level. If you're interested, I could probably scan it.
Yeah I'd love to see that, I have an idea in my head but I love other ideas!
Are you doing different art for each act ála Sonic 3 & K? In that case, you could use one of them for Act 1 and the other for Act 2!
27 April 2012 - 05:04 PMI have some pretty strong thoughts on this actually. First and foremost, in a 3D Sonic game, I think the notion of "Sonic Can't Swim" should be entirely disregarded. I know, I know: That pretty much goes against what Sonic has always been, but the way it as worked in the past simply isn't fun and is awkward. 2D games give you a bit more freedom as you only have to deal side scrolling movement. When 3D Sonic sinks to the ground the movement penalty just isn't that fun. Sonic Adventure's underwater sections were pretty awful, SA2 brought Knuckles and Rouge with full swimming controls which weren't ideal, and ever since falling in water has been a death trap or regulated to 2D. Instead what I think is that Sonic should bring his speed to the table and apply it.
This might be hard to illustrate, but what if water didn't hamper the flow of the game? Sonic can run fast, so why can't he kick fast? Why not have him kick his legs back and forth and become a water torpedo? Basically the Colors drill, but with full 3D control. He can torpedo his way around underwater sections bobbing and weaving in wide arks because he doesn't have that much directional control. He can stop, float, and start falling in order to readjust to the situation and revert to Adventure like Sonic control for precision movements such as grabbing water bubbles or monitor. He can rocket upward to the surface and fly out of the water like a dolphin's jump. He should be able to tread water above the surface not just by moving across it fast Unleashed/Colors/Generations style, but just having his legs move back and forth really fast, while staying completely stationary. From there you can stop on the surface and move around like he was on ice until the player wants to make the plunge underwater.
As a consequence, water sections would have wide and open. Obstacles, corridors, and winding stage design can be present but used in a manner where Sonic won't bash into a wall all the time when trying to maneuver. Not to mention the potential for badniks would be tremendous. Imagine a giant shark badnik that chases Sonic around Jaws style above the surface and like that goddamn asswipe from Banjo Kazooie underwater? You could throw it off by swimming through narrow portions of whatever landscape exists in the act, causing it to ram and lodge itself into said landscape, like a cavern or narrow portion of coral. Maybe Sonic can't spin underwater fast enough to do damage, so you get the thing in a position where it follows you straight out of the water from one of those upward dolphin jumps, and while it opens its jaws in midair Sonic does a spin stomp like move that has him fly downward into it's mouth and through the entire badnik, destroying it as he bursts through it?
There is just so much possibility for new experiences when you throw out the can't swim trope in a 3D setting.
*Butts into Conversation*
You are so right dude, the possibilities are endless if you allow Sonic to swim like that... but doesn't that kinda ruin the point of a water level? They've always been about being challanging levelswith slow pacing... I understand that one could change this, and I have to give you credit, your ideas are awesome, but allowing for water to be something to be avoided is an AWESOME design tool and allows for some very interesting level design. It adds to the risk/reward type of level design Sonic is known for.
However, I could see there being a powerup of some form that provides that exact same action as you described that could be used as a gimmick in an individual zone.
13 April 2012 - 07:17 AM
The animation while he's running, and how his jump looks if he jumps while running, but the level design and gameplay style is completely different. Even though some of the gimmicks are similar. (The springs, the travel-tubes, shimmy-poles, ect.)
But the addition of the gun, and the complete lack of momentum make this game VASTLY different in almost every way.
13 April 2012 - 06:49 AMSounds more like he's saying "hit it!" To me...
But, yes. They do sound like the same sample. Good ear!
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