- Group:
- Tech Member: Tech Members
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- 301 (0.09 per day)
- Most Active In:
- General Sonic Discussion (97 posts)
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May 04 2015 06:45 PM- Currently:
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http://www.soniccenter.org/
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Posts I've Made
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In Topic: Sonic ATS - Released!
16 June 2013 - 07:42 PM
Ross-Irving, on 16 June 2013 - 07:24 PM, said:
Candescence, on 16 June 2013 - 10:05 AM, said:Protip, Ross, if you want to give constructive criticism, try not to be an asshole about it. Just saying.
Yeah, it's called going back and doing what shoulda been done months ago, like making the bosses move. I'm only being this cross because once again, one of the few members here who can actually do something doesn't capitalize on it, they didn't consult the few here who have had experience with level design, namely Stealth, DimensionsWarped, coupla other guys, not finding two game-breaking glitches until after the release, that's your proof right there, man. Criticism is criticism, it's constructive because you'd have to be a moron not to figure out "oh, maybe from that comment I should experiment with having Silver Sonic move to the right of the screen".
I mean honestly, I could probably steal some blocks of code and make a shitty platformer in a month. Would you praise that just because it got done? No way. And if Sonic was supposed to develop in this direction, have fun playing Sonic 4: Episode III. Don't know why I'm surprised, you guys loved Sonic Boom and that was fucking Tony Hawk Pro Skater in glorious 2-D.
dude, this is a hobby community. chill out. you can deliver that kind of feedback to a company and they'll take it with a smile because they're getting paid for it - here everyone's just trying to have fun building something cool. you can be uncompromising and still be nice.
what have _you_ released lately anyway? -
In Topic: Sonic ATS - Released!
16 June 2013 - 05:54 PM
Might be worth noting somewhere that this is a Windows game -
In Topic: General Progress Thread
06 March 2013 - 03:23 PM
Sofox, the solution to broken commits is to not use a single branch on which everyone has commit access. Get the team (if it exists) on git[hub] and use pull requests. You can't expect a bunch of mostly new programmers to produce top notch code. (Where is the code going anyway? I don't see a working repo link anywhere.)
If anyone involved lives in/near San Francisco, I can direct you to lots and lots of local resources for getting up to speed with basic stuff like editors and git.
But really, how are you going to make this a successful project if even the project leader won't/can't devote time to it? Life is busy, everyone has busy lives, that's life.
edit: Also, here's a talk on building communities around open source game dev that was pretty great and seems relevant. -
In Topic: General Progress Thread
27 February 2013 - 02:26 AM
This particular rocket fell over on the launch pad when a soft breeze rolled by.
But if you're interested in game tech, Fabien Sanglard regularly posts great game engine analyses and discourses, which could be an interesting place to start learning about it. -
In Topic: Advice for Client Server Interaction
17 April 2012 - 12:56 PM
With the given information, the answer is "it depends." Implementation matters a lot; "keep a sql connection open across local ethernet and check whether the notification table is empty every 5 seconds" may have invisible resource impact, while "re-run a script every 5 seconds that opens a new sql connection across the Internet and checks all of the users to see if their information has changed" could bring your server to its knees and blow your attack surface wide open. You also have to be careful about race conditions.

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May 04 2015 06:45 PM
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