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Group:
Member: Members
Active Posts:
896 (0.5 per day)
Most Active In:
Fangaming Discussion (214 posts)
Joined:
27-August 10
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Last Active:
User is offline 40 minutes ago
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My Information

Member Title:
A wise guy eh. I know how to DEAL with wise guys.
Age:
24 years old
Birthday:
September 14, 1990
Gender:
Male Male
Location:
The Land of Waldos
Interests:
I am a jack of all trades. I have expertise in sound design, music, graphics and animation (2d and 3d), I know a lot about game design, and I even do some programming.

Previous Fields

Project:
Helix, NASF DX, Sonic Overture
National Flag:
us
Wiki edits:
1
SA2 Emblems:
8

Latest Visitors

Posts I've Made

  1. In Topic: Let's criticise classic Sonic gameplay.

    Today, 09:25 PM

    View PostBlue Blood, on 22 July 2015 - 11:48 AM, said:

    This is actually way harder than it should be. Uh... CD's Time Travel is virtually useless. The Time Stones accomplish the same thing with a lot less hassle. It's seriously not fun to try and find the lone generator in those huge stages after going through the hassle of first finding a "past sign" and then getting enough speed. On top of that, literally what's even the point of going to the future? Good or bad future, there's absolutely no benefit to it. It's a mixture of poor design and convoluted design.

    There's more to a stage than just collision tiles you know. The time periods were an awesome experience. The themes were amazing and beautiful along with the music. That alone made it all worth it.
  2. In Topic: Sonic Megamix

    Today, 05:50 PM

    This isn't a matter of reward as much as it is a matter of practicality. Stealth isn't even holding Megamix for ransom for fucks sake. He's saying he can work on it more if he's financially supported to do so, which is a fact of life. He wants to make it happen, and is doing everything he can to create it, so he's not even fucking artificially padding development time as a ploy for money. This is purely a matter of giving people the means to make it happen faster than normal, which is ultimately a good thing. This is an optional donation, emphasis on donation, and not some greedy cash grab. Don't like it? Don't donate. Like it? Do. It's that simple.
    Look at it this way. People are individually responsible for the use of their money and the consequences of what they spend it on. Are you trying to protect them? Trying to tell them what they should or shouldn't be doing with it? And, if Stealth were hypothetically holding Megamix over us for cash, what are you going to do? Convince him not to do that and make the game for free? Get the community to boycott? Call him dirty and try to make him feel like a dick? What would you hope to accomplish by making a fuss about this that wouldn't just make matters worse? It's his project, his plan, and the community's decision on how to respond.
    If a bit of financial support helps the scene, and people are willing, then so be it. This is not the first time at all that money has been thrown around for community interests.
  3. In Topic: Sonic 3: Long Arms Edition

    Today, 01:51 AM

    This is really fascinating.

    Posting here for convenience:

    Posted Image
    Posted Image
  4. In Topic: Let's criticise classic Sonic gameplay.

    19 July 2015 - 05:28 AM

    I felt that they never gave enough attention to Sonic's damage state, which remained identical in every game. I don't particularly like that Sonic is fully paralyzed after taking damage and is stuck in a fixed motion until contacting ground. By itself it's already more annoying than it needs to be, but when taking damage near an edge, it can result in some really frustrating falls or even a helpless death. I feel it could be improved by giving the player some directional influence, and one way I felt the Adventure games improved over the classics was by introducing a jump cancel to the damage state. It could only be performed after a moment of being stunned, and with good timing you can save yourself from a nasty fall or cheap death. I imagine they implemented this since the levels were often linear and surrounded by a bottomless pit which the player was at constant risk of falling into, but regardless of that, it's overall just a good mechanic to have in the games. It allows a punished player to earn their pace back, and good players don't have to be treated like beginners for an occasional accidental hit.
  5. In Topic: Sonic Dash 2: Sonic Boom

    08 July 2015 - 08:00 AM

    View PostXeal, on 08 July 2015 - 07:40 AM, said:

    Are you guys going to turn this into fucking Sonic 4 all over again?

    Sega makes a bad game.
    People react accordingly.
    Sega makes another bad game.
    People react accordingly.

    I'm failing to see what you're getting at here.