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PerfectChaosZEON
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http://www.sonicfangameshq.com
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Posts I've Made
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In Topic: Sonic Fan Games (The older ones)
13 April 2014 - 06:16 AM
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In Topic: Sega loses 7 billion yen, to restructure
03 June 2012 - 06:33 PM
As a former PSU player and PSO player who knows how SEGA's handled their online games in the past, in my opinion, there is probably at least a 60% chance that PSO2 will NOT be released state side. Because that's the kind of shit SEGA does and the fact that they haven't announced a localization yet, nay, have practically gone out of their way to ensure they make no remotely definitive statements about a localization, it seems pretty clear to me that they're leaning towards not releasing it in the US. It really sucks and it pisses me off, but I'm not going to get my hopes up when it comes to a company that has consistently been a huge disappointment in terms of managing their online properties.
If that wasn't the case, PSU wouldn't off been handled SO HORRIBLY that they ended up shutting down the USA PC servers forever. They lost a lot of their player base due to horrible decisions, incredibly OP and imbalanced events (MAG anyone?) and so on. Not to mention the fact that the US version was WAYYYYYYYYY behind the Japanese servers in terms of content, despite much of the content already being translated. This compiled with an extremely poor and highly convoluted server architecture really crippled what could have been one of the biggest top-dollar earning games ever produced by the company.
SEGA does a great job at initial production of a lot of their online games (though PSU was launched in the worst place possible, with 70%+ of the content already produced but "locked" on the disc. The fuck SEGA?), but afterwards it's a god damn mess. I expect this to be no different until I see evidence to the contrary.
Which is fucking depressing, but it's true. -
In Topic: 3D Underwater Levels?
01 June 2012 - 06:26 AM
Heat-Nova, on 22 April 2012 - 12:17 AM, said:I've been thinking about making a full 3D Sonic fangame using the upcoming Mobius Engine, however I don't know how to program yet so I've been making levels in my head and then draw them.
Not to be a git here, but speaking from a guy that's been around the fan gaming block a few times, I think you're going about this utterly backwards. My advice to you is stop this level drawing stuff and focus on the programming aspect OR try to get someone to help you with that. If you want to make a full 3D sonic fan game, you've got a bit of a ways to go before you can really be designing levels, pre-made engine or scratch-made engine, it doesn't matter. Think about how pissed or disappointed you're going to be when you draw some funky cool shit, only to find you you're incapable of coding it, whether it be due to engine constraints or skill level constraints. If you really want to get the ball rolling, either join a team that's already making stuff that can take what you're doing right now and turn that into something, or learn to code or at least be able to effectively manipulate your engine and content, via code-free design tools. If you're designing levels with no clue as to what your game is actually able to do/features, you may be getting a little ahead of yourself. Worse, your wasting effort on something you cant use/might not be able to use in the future anyway, that you could be spending on gaining the capacity to put those level outlining skills to use.
Don't misunderstand me, I'm not trying to discourage you. Just the opposite in fact! You're putting in the effort and that you're at least TRYING to get something together, which is awesome, really, that's an admirable and important trait. But without the means to do anything with that effort, your project isn't going to go anywhere. You act like you might have the drive, but you need to focus that in the right direction first or your gonna burn out on the whole idea before you even get a demo made. Think of it like swimming if you will. It's great that you're willing to jump in and that you're not afraid of the water, but if all your doing is randomly waving your arms and legs around, you'll be lucky to tread water, let alone actually swim. Learn how to dog peddle or the backstroke first at least before jumping off the diving board. Trust me, you'll have more fun that way. -
In Topic: Sonic Fusion
01 June 2012 - 01:14 AM
The game looks great but the use of advanced sprites is a huge turn off, simply because they're MASSIVELY over used and Gameboy-esque. It is the biggest, most glaring and most detracting flaw in what looks like an otherwise excellent, beautiful game. Despite that though, your level design is decent and you at least have a few gimmicks in there to spice things up. That said, like I advise many fan game makers, a few more flair bits in the form on inactive objects (stuff other than flame throwers or anything that has collision) to dot the flatter areas of the level's landscape would definitely go a long ways towards offsetting the graphical gaff brought about by the advanced sprites. (Geez, I sound like a broken record, seems like I've been passing out that same advice a lot these days)
Just in my opinion, mind you, I'd rate the game a B- based on what I've seen. If you used better sprites it'd be an A-. That said, don't throw your whole project out if you feel it's too late to change your sprites, as you've got some really great stuff and yes, the flame throwers ARE fucking awesome. Keep it up though, it's definitely shaping up nicely!
Oh and so far, good music choices. Good job! -
In Topic: Sonic ATS - Released!
01 June 2012 - 01:00 AM
I love the gimmicks and if your engine is as good as it looks, this'll be a contender for best of show for SAGE this year (especially with a variety of highly ambitious projects recently falling apart). The only thing I could possibly want to see is more "scripted" events, like the the flying battery fortress bomibing in S&K or Angel Island being set ablaze in Sonic 3. MUCH MUCH praise to your excellent level design. The doodads and flair that you've added to your levels REALLY stands out and makes a HUGE difference. You've crossed the barrier threshold between sub-standard fan games and something really special. I really want to see where this project goes and how it progresses. Also, very nice use of your sprite frames. Keep it up, I have very high expectations for your project.

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