wink wink*
General Art For shit that doesn't deserve a thread
#151
Posted 14 February 2009 - 05:40 PM
There hasn't been a Sonic game since Sonic Adventure 2.
wink wink*
wink wink*
#152
Posted 14 February 2009 - 07:48 PM
Sonic Adventure 2 a Sonic game? Blasphemy; it's maybe a Knuckles or Robotnik game at best.
And feh, even Black Knight has them, they're just hiding in apples and barrels and pots.
And feh, even Black Knight has them, they're just hiding in apples and barrels and pots.
#153
Posted 14 February 2009 - 08:44 PM
I'm just thinking, should this game have some sort of imagenry space target to achieve when it comes to the final size of the package? The true sonic 4 would not have shit tons of memory or ram to work with, but I understand that this game is not on the megadrive so :P
But buttery smooth animations, 20 frame rings and springs might be going overboard and become too fluid.
But buttery smooth animations, 20 frame rings and springs might be going overboard and become too fluid.
#154
Posted 15 February 2009 - 04:54 AM
Diablohead, on Feb 15 2009, 02:44 AM, said:
I'm just thinking, should this game have some sort of imagenry space target to achieve when it comes to the final size of the package? The true sonic 4 would not have shit tons of memory or ram to work with, but I understand that this game is not on the megadrive so :P
But buttery smooth animations, 20 frame rings and springs might be going overboard and become too fluid.
But buttery smooth animations, 20 frame rings and springs might be going overboard and become too fluid.
I don't think it should. If it were made on the Saturn it would have at least 700 MB to play with, right? Even the Sega CD has a lot of space, and I really don't see a point to try and keep this within the Genesis size limits. Nothing else about this project is really sticking to the genesis restrictions.
#155
Posted 15 February 2009 - 05:09 AM
Not everything is going to have a target of fluidity, just mainly the important things like the character art, you know, the ones you see the entire game.
Also, for the love of God people.
Spiritual Sequel not Rehash on the Genesis.
God damn you.
Also, for the love of God people.
Spiritual Sequel not Rehash on the Genesis.
God damn you.
#156
Posted 16 February 2009 - 12:15 PM
Some concept drawings I had lying around, could be of use :3
#157
Posted 16 February 2009 - 12:48 PM
They're nice.
Have you thought about their abilites? If not I have ideas:
the gorilla robot can charge towards you;
the chicken can use it's "legs" as springs to jump higher;
for the camel I have no idea.
I also like the idea of a badnik which takes 2 hits untill it's defeated but it should be only applied for 1 or 2 badniks.
Have you thought about their abilites? If not I have ideas:
the gorilla robot can charge towards you;
the chicken can use it's "legs" as springs to jump higher;
for the camel I have no idea.
I also like the idea of a badnik which takes 2 hits untill it's defeated but it should be only applied for 1 or 2 badniks.
#158
Posted 16 February 2009 - 01:15 PM
If you're going to have badniks that take more than two hits then it might be worth having them act like the little jumping mushroom things, there would have to be a definite way of showing you've hit them at least once.
At the risk of bringing up another debate it might be quite nice to have a 'damaged' robotnik sprite as well as a 'destroyed' one. first four hits he looks normal, then from then on he looks damaged till the final hit where hes destroyed and flies away. Like they did in Sonic 3D but with only the 3 sprites, no need to add one for each hit.
At the risk of bringing up another debate it might be quite nice to have a 'damaged' robotnik sprite as well as a 'destroyed' one. first four hits he looks normal, then from then on he looks damaged till the final hit where hes destroyed and flies away. Like they did in Sonic 3D but with only the 3 sprites, no need to add one for each hit.
#159
Posted 16 February 2009 - 01:22 PM
New "damaged state" sprite, short flickering and a "damage" sound that you hear in boss battles should be fine.
#160
Posted 16 February 2009 - 07:45 PM
I hate the idea of multiple hit badniks. Reminds me too much of Sonic Heroes.
Could really slow down the gameplay.
Could really slow down the gameplay.
This post has been edited by Rika Chou: 16 February 2009 - 09:14 PM
#161
Posted 16 February 2009 - 07:58 PM
Rika Chou, on Feb 17 2009, 12:45 AM, said:
I hate the idea of multiple hit badniks. Reminds me too much of Sonic Heroes.
I wouldn't be adverse to it if there was a reason, like knocking that bouncing mushroom guys hat off, even then I think thats the only multiple hit badnik I can think of.
Im not a fan of having larger badniks acting like miniature bosses within the level though
#162
Posted 16 February 2009 - 08:08 PM
It only made sense in Sonic Heroes because you had three characters anyway. If you're doing it right, one homing attack should knock out most enemies, since they have what effectively amounts to 3HP.
Keeping that in Sonic 06 was a horrible idea.
Keeping that in Sonic 06 was a horrible idea.
#163
Posted 18 February 2009 - 10:42 PM
Badniks should never be more then 1 hit unless they trigger something, 06 was terrible due to how you could keep bouncing off their head untill they die, it added nothing apart from stupidity and wasting time.
#164
Posted 19 February 2009 - 09:57 AM
I disagree, partially. I think a badnik should never be a threat after being hit once. The gorilla badnik could be de-armed after being bopped once, at which point it stands there waiting to be spindashed through. Not unlike those mushroom thingies in S3&K. I'm not saying that this is what I want, just saying that having a multiple hit badnik isn't necessarily a bad idea.
#165
Posted 20 February 2009 - 07:44 PM
2 hits should be the maximum for a scenario like that. Anymore will kill the momentum.

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