Sonic and Sega Retro Message Board: Sonic Nexus '08 Demo - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 6 Pages +
  • ◄ First
  • 4
  • 5
  • 6
    Locked
    Locked Forum

Sonic Nexus '08 Demo Powered by Retro-Sonic

#76 User is offline DimensionWarped 

Posted 07 September 2008 - 02:03 AM

  • Erinaceous!
  • Posts: 2398
  • Joined: 05-April 07
  • Gender:Male
  • Location:Huntsville, AL
  • Wiki edits:5

View PostK2J, on Sep 7 2008, 02:03 AM, said:

The Game Over music sounds a bit tinny... though that may just be me. Also, when you get a Game Over in Act 1, your next game returns you to the point marker you last touched (I haven't found any in Act 2; the game returns you to the start of Act 1 in that case).

I'm really looking forward to this. I'm taking it this is going to be Sonic vs. Eggman only, no cameos or other characters?


Well, the game itself will revolve around Sonic vs Robotnik, but Tails and Knuckles will be playable from the start. They are really just planned as a way to give people options though. There isn't any intention for them to have any presence in the story. Well... not that there is much of a story mind you. But they won't really be noted is what I mean to say. I don't really know a good way to say it.

And thanks for the bug report.

#77 User is offline Upthorn 

Posted 07 September 2008 - 09:42 AM

  • TAS
  • Posts: 239
  • Joined: 23-October 06
  • Gender:Male
  • Wiki edits:23

View PostTweaker, on Sep 6 2008, 06:04 PM, said:

Another possible solution could be to make a subtype of the parachute that gives a bit more leeway on where Sonic can grab it from—like 10 pixels above or below, maybe? Just enough to cover the space of that crevice.

Why even make it a subtype? Why not just enlarge the hitbox of hang-gliders by like 4 pixels on all sides?

#78 User is offline Tweaker 

Posted 07 September 2008 - 11:15 AM

  • Posts: 12389
  • Joined: 27-June 04
  • Gender:Male

View PostUpthorn, on Sep 7 2008, 10:42 AM, said:

View PostTweaker, on Sep 6 2008, 06:04 PM, said:

Another possible solution could be to make a subtype of the parachute that gives a bit more leeway on where Sonic can grab it from—like 10 pixels above or below, maybe? Just enough to cover the space of that crevice.

Why even make it a subtype? Why not just enlarge the hitbox of hang-gliders by like 4 pixels on all sides?

Well, it's possible that the hitbox for the parachute was intentionally made small; making it too big would reduce some of the challenge made in obtaining the parachute in non-forced conditions. I suggested increasing it for that specific instance so that whole portion of the level flows better.

#79 User is offline Rokkan 

Posted 07 September 2008 - 01:13 PM

  • Posts: 794
  • Joined: 07-September 08
  • Gender:Male
  • Wiki edits:4
tl;dr
but I did test the demo.
It was awesome. I don't remind any Sonic fan-game that did bring any new stage gimmicks, at all! I just think that they should appear more often, and that there should be one more different gimmick to this stage, then, it would be a be a perfect 2D Sonic level design!
Keep it up, this fan-game's got what it takes to be an awesome one.

  • 6 Pages +
  • ◄ First
  • 4
  • 5
  • 6
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users