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General Sonic Discussion (211 posts)
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Member Title:
An Overexcited Freedom Planet Fan
Age:
25 years old
Birthday:
October 27, 1989
Gender:
Male Male
Location:
United States
Interests:
Animation, digital art, game design and development, novel-reading, science-fiction, writing, tea, Freedom Planet, etc.

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Click here to e-mail me
Skype:
Skype  johnluke.728

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Project:
Freedom Planet fan art and two sci-fi novels
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Posts I've Made

  1. In Topic: Sonic Boom TV Show Megathread

    21 July 2015 - 09:36 PM

    I really should get around to watching this show on YouTube, before I get really far behind with these new episodes being released.

    That, and chances are, once any DVD/Bluray sets start happening, they will all be taken down, and I'll miss out on the laughs for a long time. (Same thing happened to MLP, not that I could survive the theme song long enough to watch them anyway.) Or worse, Cartoon Network uploads them on YouTube themselves behind a $5 paywall.

    View PostDark Sonic, on 13 July 2015 - 12:49 PM, said:

    As much as this series still makes me want to punch something, at least we're past the days of super serious grim dark (Oh biolizard, I'll never forget that boil popping, space dildo adventure you had in SA2)


    Completely unrelated to thread, but God I laughed so hard at that sentence, you have no idea.

    I'm glad we're past the gritty stuff too. Sonic anything is much better when it doesn't take itself too seriously, like the Boom show.
  2. In Topic: Let's criticise classic Sonic gameplay.

    21 July 2015 - 03:04 AM

    View PostDigitalDuck, on 19 July 2015 - 06:57 AM, said:

    The ring loss mechanic.

    You're safe from most obstacles provided you have at least one ring, and it's incredibly easy to reclaim that ring once it's lost. This has the effect of making most enemies in the games... ignorable. Sonic 1, 2, and CD at least gave you a purpose for holding onto your rings, as you needed 50 to enter the special stage. In Sonic 3, you no longer even need to do that - the only benefit you get from holding more rings is more points, and the occasional extra life (the latter of which is completely unimportant in a game which throws lives at you like they're rings, and has a save system anyway).

    The only real dangers are being crushed, drowning, and falling into bottomless pits. It's probably why S3K introduced a lot more crushing objects into the game, as well as more water-filled areas.


    I feel like they addressed that fairly well in Sonic Rush. Holding onto the same set of rings is bad news, because after taking so many hits and recollecting them, the old rings fly farther away from you until the point where they soar off-screen forever. Collecting a fresh ring to reset that is the only way to survive in Rush's boss fights, so the tension of other games with health bars is plenty there; you're doomed if you collect all the rings in the arena in one go.
  3. In Topic: Sonic Boom: Fire & Ice (3DS, developed by Sanzaru)

    19 July 2015 - 03:21 PM

    Funnily enough, my LG phone was $30, and its specs either match the 3DS, or does better. Dual-core 1.2GHz ARM7 CPUs, (Certainly not the ARM9/ARM7 combo the DS had.) 512MBs of RAM, a larger screen resolution, and emulates N64/GBA/GBC/SNES/Genesis/NES games REALLY well. I could have only dreamed of owning a tiny, pocketable device that plays 90% of my favorite games when I had an SP as a teen.

    While there are far faster, better phones at higher price ranges, that's still amazing for such a cheap phone, and the build quality's not bad either. C'mon Nintendo, what's your excuse for no SNES VC on the go now?

    http://orig10.devian...lur-d91i29m.png

    Also, if anyone needs a good laugh for all the negativity around Boom, Miiverse posts about it are breaking my sides.
  4. In Topic: Sonic MAX - Open-Source GMS Engine

    19 July 2015 - 05:45 AM

    That's a whopping big list of features you guys have over there! If GM:S's compile time wasn't a pain in the neck, I'd give the code a good look. I wanted to make a full-featured Sonic example myself once, so it's good to see that finally happen. I got preoccupied with a Shantae engine anyway.

    View PostAerosol, on 15 April 2015 - 11:24 PM, said:

    I'm admittedly unfamiliar with GameMaker, but looking through the scripts had me frequently asking "why". There are 3000 scripts, with random ones being referenced in seemingly random places. Part of this is GameMaker's fault...it's kind of an awful IDE if you ask me. I'm guessing one isn't really expected to make much use of this unless they're either willing to just use the engine as is and start building levels, or if they're already comfortable with GameMaker? This isn't a problem specific to Sonic MAX btw. Every GameMaker engine I've come across just looks like a clusterfuck of scripts that's difficult to wrap your head around at first. I have seen a few with better documentation though.

    I mean, part of the reason why so many people continue to use Worlds is because, as stupid as MMF is, Sonic Worlds itself isn't so blinding. It doesn't take as many mental backflips to figure out how the components interact with each other.


    The extra scripts could be playing a role in streamlining the aforementioned customization in the features list, and wouldn't require you to mess with them much. I haven't looked at the code yet to know, so it's a wild guess as to why there's an illogical amount of them.

    Anyway, I've noticed the same trend with a lot of Game Maker engines. Barely ANY comments in the code to explain what each block of code does, and tons of weird scripts that act as dummies to existing functions in GM for no real reason.

    I had an easier time picking apart and studying Damizean's oldest Sonic 360 example than I did lots of text engines. (Most of them were so unergonomic and convoluted, I just wrote my own Zelda-like text box instead. It works great too!) Which is stupid considering Damizean used trigonometry and a little calculus in his GM stuff. I also had to write my own heart meter because of how badly explained and put together all the examples online are.

    Honestly, GM gives you control of (almost) everything, so you don't need a hundred scripts to get something done. That's why I commented as much as possible in my Shantae engine, wrote a document that listed how the engine's structured, and mostly used scripts to cut down on multiple usages of the same code blocks. (All enemies can call one script for their ground physics, instead of each one carrying a duplicate in the Step event.) Damizean's original Sonic example did the same thing, so the way I learned to apply scripts was through his way of coding things.

    (Damizean/RogueYoshi's last engine was a spaghetti mess of code, though. I found it faster to code features I wanted in myself from his basic, first example, than trying to understand what made that monster tick.)

    It's really important to not only get a helpful example out there in the wild, it needs comprehensive comments and a readme or two. If the average intermediate can't learn how to do things with it, the only person who'd ever use it is the one who made it.
  5. In Topic: Sonic Runners announced (Sonic Team/Mobile)

    16 July 2015 - 08:32 PM

    I had forgotten about that issue earlier in the thread. Is it even normal for a typical mobile game to make THAT many requests in a short amount of time?