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Posts I've Made
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In Topic: Sonic Zero: Remastered
16 August 2012 - 09:31 AM
Minferno, on 16 August 2012 - 07:16 AM, said:- The thing that was off putting was that all the levels in the 'hub world' weren't Tidal Tubes themed. Maybe you could change the hub or make it a bit like SAdv3 where there's a main theme in the hub and all the missions that you find in that hub are related to that level. Maybe once you've completed it, you could move onto a different hud like Palmtree parkway?
Separate hub-areas with each zone's theme like in Kirby's Adventure. Ingenious.
You guys clearly made a great demo- the fans have been inspired!
Seriously, the hub and mission concept was a smart way to go.
We got the chance to sample a little bit of each zone and what the mission-oriented gameplay was all about.
A lesser team working under a deadline would have cut zones and featured only a single level, but your demo felt very complete. -
In Topic: Sonic Zero: Remastered
15 August 2012 - 10:36 PM
Since I've already given this game my whole-hearted praise, I hope you don't mind a few pieces of constructive criticism.
- The 'hub world' might be better if it didn't have the same visuals as Tidal Tube Zone. Now that Sage is over, maybe give it a face-lift and rename it Warp Zone or something.
Maybe Sonic being stuck there and going through portals to complete missions is somehow part of the plot line.
- While I get that weird face on the goal post is the game's antagonist (right?), it's a little off-putting.
- I liked that ancient ruin stage where Sonic has to eliminate all the badniks but the name seems kind of off- Tidal Tubes made sense. But Tidal Sewers?
If its a water ruin, might I suggest Sunken City Zone. If it's a sewer, how about Mystery Mire... oh Zelda reference.
Oh damn, it would be completely 'sick' if you added water dripping off the ceiling and the drip-echo cave sound effect to that stage. -
In Topic: Sonic Zero: Remastered
12 August 2012 - 07:43 AM
Indeed. You guys are a great team.
My props go out to Lark for his programming magic.
I did, of course, enjoy seeing Snout... however... I think the high point of Palmtree Parkway is the giant sand worms. They are mindblowing. Whose idea was that?!
They completely steal the show. I don't think anyone sees it coming.
Also, I applaud the decision to have Sonic complete quests rather than acts. Zero is a fantastically entertaining fan-game. -
In Topic: Sonic Zero: Remastered
11 August 2012 - 10:44 PM
Ha ha! I just watched some playthroughs of the demo on Youtube and it is KICKASS!!!
All of the people who have said that Sparks makes great gimmicks... holy smoke, no doubt about that... geysers, huge sand worms, the amy race, billboards shouting out Freedom planet, the 'sub-bubbles' enemy that creates a vortex... epic... really really epic stuff.
The levels look great! Palmtree Parkway is better than a lot of the levels in the Sonic Advance games and I was duly impressed with the great use of pipes and water spouts in Tidal Tubes. But perhaps most of all, I enjoyed watching my dragonfly enemy wiping the floor with various players... I think I may have cried at some point. It's movements were so fluid and the way it drops those exploding spike balls and reloads- so proud.
Gosh I wish my freaking laptop could handle Zero- this demo is off the hook. If I had not had lunch date with a super fine chick earlier, this would certainly have been the highlight of my day!
...although for damn sure it was a lot less expensive... ha ha.
Well done, Team Zero. -
In Topic: Sonic ATS - Released!
27 April 2012 - 07:01 PM
Damn, Lake Fepard. I love the sheer ecclectic-ness of your levels.
Your graphics are so much richer than a straightforward 'this is an ice stage' or 'here's the de facto green-hill-zone'.
I imagine I would take real pleasure in being like 'where did that water come from?' and 'why is everything upside down?'
It's more lifelike that way. At least, life as I experience it.

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