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Fangaming Discussion (116 posts)
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Age:
24 years old
Birthday:
January 11, 1991
Gender:
Male Male
Location:
Spokane Community College - Newport IEL

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Posts I've Made

  1. In Topic: Sonic Classic 2

    20 July 2015 - 04:01 PM

    Considering Fang used vehicles and a gun in his official appearances, I think that the way Fang is now should be fine, just replace a couple animations. For instance, for Fang's flutter jump, have him either pull out a propeller or shoot downwards like a machine gun so the recoil keeps him aloft. If you want to keep the shooting mechanics where you can shoot at multiple angles without ripping off Yoshi's Island, since this is a PC fangame, you can always take advantage of the mouse and let us aim with that. Are we getting infinite ammo like Mega Man, or limited ammunition where we have to reload? Having to spend Rings to shoot with seems like it could be risky to abuse the gun, which is probably the intent, but also prevents you from being able to do too much with the gun mechanics itself. If we have poor aim or just took a hit and lost nearly all of our Rings, then we aren't going to be too happy to see a shooting puzzle that opens the path onward. Would it be a good idea if a normal attack against an enemy kills it and we can use the scrap as ammo? You could just make a Motobug generator in places where we need bullets to progress, and it would prevent players from just abusing long-range attacks.
  2. In Topic: Sonic MAX - Open-Source GMS Engine

    16 April 2015 - 03:18 AM

    I'm the kind of person who learns best when I get an explanation along the lines of "this does this in this particular way because this". You know those tutorial videos on Game Maker that walks you through how to make a simple game engine? It would be amazingly awesome to see a set of videos that takes a finished version of an engine like this one, and explains how things work and why. For instance, if you were to take a gimmick and make a video showing how to add it to the engine and code it in, or if you were to take the Sonic object and do a video explaining how it works and how the code is organized the way it is, it would be incredibly helpful for somebody wanting to make something with the engine beyond the built-in objects.
  3. In Topic: Somari 3D Blast 5

    03 April 2015 - 07:32 PM

    Didn't the original Somari have it to where you couldn't drown at all underwater? I thought that the Bubble Shields were a nod towards that. I noticed the Shield items, but didn't notice the new enemies. Of course, I couldn't beat Green Hill in the original, so I don't have much of a frame of reference. I'm just somewhat fascinated by Somari in that they were able to get a (albeit slightly broken) Sonic engine working on an NES, with unique level designs. They actually seem to have put in a decent amount of effort, just not much by way of bug testing.
  4. In Topic: Somari 3D Blast 5

    03 April 2015 - 05:15 PM

    Surprisingly enough, I played through the whole thing and enjoyed it, totally in a non-ironic way. Star Light Zone (my favorite) was really fun, and once you get the original's glitches out of the way, the levels are pretty neat. I'm a bit disappointed that there didn't seem to be any secrets or unlockables, though. Do you unlock Super Sonic if you get all the Emeralds?
  5. In Topic: Random Hack/Mini Project Thread

    01 April 2015 - 07:22 PM

    What's the big deal? It's a version of Sonic 1 where I can actually get all the Emeralds.

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