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- I can't lower my standards, so up yours.
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Posts I've Made
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In Topic: Halloween 2014: Let's Go Emerald Hunting
15 November 2014 - 04:21 PM
What do we unlock if we collect 180 emblems? Could there perhaps be a Green Hill skin for Sonic Retro? While lurking is its own reward, and I did unearth a funny trash thread about a guy's relationship problems that loops Reactive Factory emerald hunting, it would be cool if there was something to unlock out of this given all the other cool secret shit Retro has. I felt like linking to it, but then somebody else might be deprived of the same fun I had listening to this.
EDIT: There are some issues with one of Retro's skins that has become obsolete. Maybe this would be a fun way to kill two birds with one stone. A "new" classic skin, oxymoronic as it sounds. -
In Topic: The Sonic 3, 20th Anniversary & Knuckles Thread
19 October 2014 - 08:34 PM
Stealth, on 19 October 2014 - 07:46 PM, said:various said:
[Where to put the 2P stages in the main game]
Hidden Palace was an exception and not a precedent; the rule is to be highly selective about how the original game is modified, if at all. If these levels were to be done, they'd only be accessible outside of the main game in an area like the Time Attack menu, which was the plan for Marathon Base. This also applies to the Blue Spheres concepts; they would appear only in an entirely separate mode - what I've been calling "Blue Spheres 2"
So making 1P levels out of the graphics and music of the 2P levels hasn't been ruled out? If you don't mind me asking, what is the interest in fleshing these levels with their tiny tilesets consisting of only a small handful of tiles? You'd have to create original enemies or recreate scrapped enemies, construct new boss battles, and all-around do a shit-ton of work to make it happen. It almost seems for efficient and more noteworthy to make original levels from scratch.
Besides that, isn't getting the existing remakes onto other platforms of greater interest? -
In Topic: The Sonic 3, 20th Anniversary & Knuckles Thread
19 October 2014 - 06:57 PM
Again, I would not bet on the 2P levels being recreated into full single-player levels.
- The levels would need to have all of their tiles redone in higher resolution.
- The music would have to be redone because as good as it is, most of it doesn't fit with the other music from single-player.
- S3K is already a HUGE game.
- The levels would need to be expanded into full levels with epic bosses and original enemies.
If they were going to do that, they might as well make Sonic The Hedgehog 5. I love the idea, and it would be the best thing they ever did, but I don't see something so big and epic as 5 new levels in addition to extra special stages with new gimmicks materializing as horrible as that sounds. Time constraints stopped Desert Dazzle and Final Fever from happening, and that was even with the assumption that Taxman and Sega were completely ok with implementing finished levels with unfitting recycled music.
It could happen if S3K were sold for twice the price of any of the other Sonic remakes, but it's still a stretch. I'd pay $10 for such a definitive version of S3K, but that's just me. With all the work done on this engine and Stealth's own HCGE, It's pretty obvious though that there are a couple uses for the Retro engine much bigger and better than remaking the original series *hint-hint*. They're probably just waiting for Sega to wise up and let them do it. - The levels would need to have all of their tiles redone in higher resolution.
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In Topic: The Sonic 3, 20th Anniversary & Knuckles Thread
19 October 2014 - 12:01 PM
The Taxman, on 18 October 2014 - 09:09 AM, said:
steveswede, on 18 October 2014 - 08:55 AM, said:So I'm reading a bit of Stealth's post and it got me wondering about the noticeable load times in the Retro Engine. If Sonic 3 does get the go ahead and the consoles do get say a disc release would you get around that by having the game completely loaded into the ram? Personally I would love to have zero load time as I've always enjoyed the instant loading from the cartridge games.
The load time isn't much, like a couple of frames. But we didn't want any potential stuttering during the fire sequence, hence the nifty work around we did. All the other transitions are on static backgrounds so we probably wouldn't need it. That said, if we weren't happy with how anything was turning out we'd certainly do what it takes to have it on par with the original. Hypothetically speaking, of course
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Does this mean you guys started from scratch in recreating S3K, or were you able to use most of the same Retro Engine from S1, 2, and CD? The physics don't seem like they are any different, just some of the techniques for rendering backgrounds.
You guys have a much better judgement than Sega of what should be faithfully identical to the original game and where to make enhancements, like the use of 3D rendering and improved rotation effects in special stages. Sonic 3 & Knuckles is fairly easy for a Sonic game, has there ever been talk about ways to make the game more challenging?
And as for Lord Nero's suggestion, it looks like a good idea and some free levels would kick ass, but I don't know that I would integrate them into the main story. The music seems too cheery, but it's also too good to waste. I'm more of a fan of adding them extra levels after the first playthrough. Then again, if I were to put each level in a certain place...
- I would put Azure Lake between Hydrocity and Marble Garden and sort of explain it away as Hydrocity being at the bottom of the lake, similar to Atlantis.
- I would put Balloon Park as a hidden shortcut in CNZ Act 2, where the barrel of death is. If you move the barrel up and down hard enough and then jump at the top of the barrels rising motion, I would have it launch Sonic into a transition into Balloon Park and bypass the boss (which is essentially a reversioning of the Hydrocity boss except less fun) into a new and better boss.
- I would put Chrome Gadget in between Launch Base and Mushroom Hill. Instead of Sonic just falling through the sky as night turns into day in the end of Sonic 3, this stage would better explain what happens the night before Mushroom Hill.
- And Desert Palace logically seems like a fit between Flying Battery and Sandopolis. Instead of having Sonic jump out of the ship when he does, the ship could land over in Desert Palace.
- And that leaves Endless Mine between Sandopolis and Lava Reef. The motif fits well between the two zones given the proximity of the Death Egg and Eggman's need for energy sources to support its reconstruction and the rebuilding of his robots until he steals the Master Emerald, not to mention the consistency between Endless Mine and Lava Reef Act 1.
But this is all assuming Sega would approve of extending the game like that, and that Taxman and Stealth have the time and are given the resources by Sega to recreate full size versions of the tiles and objects from the 2P levels. On top of that, who would compose the music for the levels? - I would put Azure Lake between Hydrocity and Marble Garden and sort of explain it away as Hydrocity being at the bottom of the lake, similar to Atlantis.
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In Topic: Hello Mario Engine v6.1.2
26 May 2014 - 01:00 AM
I've been trying it out, and it seems pretty good so far. There are just a couple of things to the feel that are a little off.
- Mario doesn't feel heavy per se, but he seems to rise and fall quicker than in SMW or SMB3. Same jump height, but the acceleration feels a little fast.
- The collision detection feels a little too specific. What I mean is that if I land on the corner of a Goomba's head, I'm the one who takes damage.
- Mario's power-up animations seem to run much faster than the animations from SMB3 and SMW.
And just my personal gripe, but the lo-fi voice clips from SMA are a little annoying. I never really liked hearing them the first time around when Nintendo put them in the GBA ports of SMB3 and SMW but it's just a matter of personal preference. I know I'm being greedy and kind of a nag to to say this, but I'd recommend using voice clips from the NSMB series or one of the 3D Mario games. I've been lazy, and it's only fair that I help you if you need it since my big mouth and I have so many suggestions.
That said, the overall feel of the game is really close with the effect on the help block. I can't wait to see where you go from here!
EDIT: Or no voice clips at all - Mario doesn't feel heavy per se, but he seems to rise and fall quicker than in SMW or SMB3. Same jump height, but the acceleration feels a little fast.

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Jul 17 2015 03:27 PM
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