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- Active Posts:
- 2809 (0.99 per day)
- Most Active In:
- General Sonic Discussion (1043 posts)
- Joined:
- 17-October 07
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My Information
- Member Title:
- Don't let's start!
- Age:
- 22 years old
- Birthday:
- March 30, 1993
- Gender:
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Male
- Location:
- Meowth's party
- Interests:
- video games, music, art
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http://www.azookara.tumblr.com/
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azukaramegadriver
Previous Fields
- Project:
- Sonic World Runner
- National Flag:
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- Wiki edits:
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Posts I've Made
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In Topic: An open question to E-122-Psi
16 July 2015 - 11:48 PM
If there could be a 'SegaSonic' version of Mean Bean Machine done, I'd be game for doing the basic art of all the characters. I can't sprite, but I'd happily do the art that someone would make sprites out of. -
In Topic: Naoto Oshima's new original character shouldn't be stolen
24 May 2015 - 02:42 PM
...Am I seeing a different picture there or do I just find those designs pretty good/decent while everyone thinks they're horrible? I swear I saw someone on NeoGAF also saying they were terrible looking. I'm not sure how they are.
I mean, nothing special and a little weird for the two swordsmen, but acting like they're bad feels like hyperbole. -
In Topic: Naoto Oshima's new original character shouldn't be stolen
23 May 2015 - 07:50 PM
I get the feeling he was drawing Sonic expies for laughs. He's got more creativity than that, for sure.
The point about SA1 Sonic feeling a lot more like Oshima than Uekawa is interesting, though I'm not sure if he did those illustrations or not. I feel like he either did the originals and Uekawa edited them, or Uekawa was trying to copy Oshima's style.
That does make me wonder if Oshima actually did the JP 3D Blast artwork or not, though..
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In Topic: New Sonic 1 Alpha Screens Discovered
17 May 2015 - 08:13 PM
It was probably their idea of a 'Goomba' character for the game. That's all I'd assume it was.
I really prefer S1's background mountains for GHZ over the final version's, if there's anything I can really say about the alpha shots of Sonic 1. Other than that, while I really like the trees and rocks in the foreground, I can see why they may have been taken out. They're much more intrusive on seeing where you're going than the tower-poles in say, Star Light Zone. -
In Topic: SonicGDK 1.20.131
19 April 2015 - 02:39 PM
The difficulty behind using UnrealScript I believe is the number one reason GDK isn't being used that much, and why alternate projects made in Unity and UE4 are arising.
It's a wonderful base engine that's had crazy amounts of work, and I can't help but respect how much effort has gone into making it a thing, as well as how long it's been going with decent updates. UnrealScript is just proving to be for many programming-savvy people I've talked to as way too much bullpoop to want to fiddle with, whenever they find there are easier means to making games. And considering how much is built and ready to work off of from the get-go with GDK, it's a dang shame.
Really puts into perspective the amount of work / effort it must've taken to make this engine happen, though. Mad props.
And although I'm sure it's not impossible, wouldn't it be a lot of work to try to convert whatever code is from GDK to C++ and/or Blueprint? Once again, not a programmer guy, so I'm going on guess-ish work considering what I've talked to others about.
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