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Group:
Oldbie: Oldbie
Active Posts:
970 (0.31 per day)
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General Sonic Discussion (346 posts)
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10-December 04
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My Information

Member Title:
Fuck & Sega All-Stars Retro
Age:
23 years old
Birthday:
December 15, 1989
Gender:
Male Male
Location:
Portugal

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Posts I've Made

  1. In Topic: (DC) Sonic Adventure Prototype (1998-10-16)

    Today, 04:12 PM

    View Postevilhamwizard, on Today, 01:35 PM, said:

    Posted Image

    I guess they didn't pick a name for Froggy yet.

    Not necessarily. Froggy's "name" in the Japanese dialogue is kaeru-kun, literally the word frog with the honorific -kun, which is commonly used to describe a close friend. Thus, a possible interpretation of kaeru-kun is in fact, your friend frog. Whoever localized the mission texts probably wasn't privy to the character's name in the English dialogue and just went with a direct transliteration, which got noticed and corrected sometime during development.


    View PostShadow Hog, on Today, 02:33 PM, said:

    I was thinking the exact opposite, actually. The beta BGM is much more mellow and laidback, while the final version is a lot more energetic, placing a lot more emphasis on the blaring brass and accordion.

    This. Seriously, my thoughts hearing this were "Why the hell didn't they use this instead of the version which had my ears tired after just one or two minutes?"

    EDIT:

    View PostOrengefox, on Today, 01:15 PM, said:


    From watching this, ZERO appears to be using menu sounds for his scanning actions... Placeholders or just the wrong sound bank? Also, the reflection on the spikeballs is busted.

    Big does indeed seem to start inside the cave area that's a secret in the final game. Maybe this room was going to be the entirety of Big's stage, until they realized they had already pulled that shit with Twinkle Park and tacked on a bit of Sonic's act along with some new geometry to box it in.
  2. In Topic: General Project Screenshot/Video Thread

    06 May 2013 - 02:43 PM

    From the top of my head:

    • Allow displaying the origin point (0,0) on the sprite screen, and to center the camera on either the sprite or the origin.
    • Easy adding/deleting of tiles to/from the art file while updating all the references automatically.
    • Allow changing the base offset for any mapping without having to delete it and make a new one starting from the correct tile. Also allow batch offsetting of entire sprite(s).
    • Animated preview for a sprite animation with support for arbitrary frame set/order and animation speed.
  3. In Topic: The Supreme Topic of 'Other' Knowledge.

    06 May 2013 - 02:30 PM

    Sonic Adventure had menu voiceovers for all the characters which could be activated by downloading theme files from the official website. There were theme files for all the playable characters, plus Tikal and Eggman, but there wasn't really a way to (de)activate them from within the game. They didn't add a menu in DX, but they were kind enough to change the feature to be dependent on the last chosen character instead (with Super Sonic changing it to Tikal and Metal Sonic to Eggman).
  4. In Topic: Ring The Ring

    02 May 2013 - 02:34 PM

    Posted Image
  5. In Topic: Sonic Adventure 2 Hacking

    25 April 2013 - 02:31 AM

    Well duh, everything is more or less possible, depending on the amount of effort you're willing to put in. But I certainly have no intention of raping the game with SA1's broken gameplay design everyone seems to love for some reason.

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