- Group:
- Member: Members
- Active Posts:
- 170 (0.04 per day)
- Most Active In:
- General Sonic Discussion (51 posts)
- Joined:
- 11-April 04
- Profile Views:
- 4300
- Last Active:
Jul 23 2015 11:45 PM- Currently:
- Offline
My Information
- Member Title:
- Never Posting Since 2004!
- Age:
- 26 years old
- Birthday:
- March 31, 1989
- Gender:
-
Male
- Location:
- West Virginia, United States of America
Contact Information
- E-mail:
- Click here to e-mail me
- AIM:
-
DinnerSonic
- MSN:
-
[email protected]
- Website:
-
http://yokoicredits.bananachan.net/
Previous Fields
- National Flag:
- us
Latest Visitors
-
JorgeBunny 
10 Jun 2015 - 19:20 -
Xeal 
25 May 2015 - 13:30 -
nineko 
22 Feb 2015 - 11:50 -
Boomed 
29 Jul 2014 - 18:21 -
LoneDevil 
29 Jul 2014 - 13:36
Posts I've Made
-
In Topic: Sonic Classic 2
19 July 2015 - 11:13 PM
I want to say the flutter jump seems a bit goofy, though this is Sonic, it's not meant to be hyper serious. A Duck Tales style pogo tail high jump might make more sense, but given what you say, I wonder if it would be as fun/refreshing? If it bothers people or you too much, maybe make his ducking animation involve the trademark tail animation, jump or no jump, and have the hover sprites include a cartoony "villain's escape jetpack" instead of/along with the foot kicking?
Meanwhile, the gunplay seems pretty cool, and despite the obvious YI influence seems to have it's own unique touches, with an apparent bit of physics and the shields granting special effects. I secretly hope the electric shield one has some kind of ring magnet effect over the shots. I also like how it seems shots return the ring that you spend to shoot if you can get to it, seems like a kind of expansion of the traditional Sonic ring loss gameplay.
One thing I wonder is if there are any features to allow quicker aiming during faster Sonic gameplay moments, or if lock-on or manual quick aiming would break it, especially in the age of 2D homing attacks and other such things that aren't thought of as needed in a 2D game. Can Fang even jump on enemies though? Restricting any and all enemy damage to his (ringpop?)gun might be what encourages people to use it more.
One last thing, I swear I remember either this or Sonic Classic 1 having some form of mission mode, find the giant Badnik, beat this score, things like that. Will Fang get any missions? It'd be another good way to encourage people to use his differing jump and attack features if they needed to defeat X amount of Badniks either before reaching a goal or in general. -
In Topic: The Sonic 3, 20th Anniversary & Knuckles Thread
05 March 2015 - 02:15 PM
I've seen a few comments about people assuming these are just fancy versions of the roms. Why not get someone to do an article or video showing differences between Sonic 1/2/CD and their remastered versions? Show off the ability for widescreen/other different resolution enhancements, the redone audio vs the original or emulated versions, extra content tying to Tails/Knuckles, the mode with the Sonic 3 shields(which I assume was intended for a connection with a future Sonic 3 & Knuckles release), how the special stages were fixed up, Hidden Palace Zone, all that good stuff. Ideally do it in a 720p or higher format, hopefully showing off the fluid 60 FPS gameplay, maybe mention how well it works on weak phones?
I'm not sure how many of those would apply to a Sonic 3 & Knuckles StealthTax version, considering they already had Tails, Knuckles, the items, etc, but it would still help to show that the team that could work on these would do far more than just an emulator, and might give just a taste of what could happen to those outside who wonder why people seem so interested in what they see as "Sonic 3 & Knuckles stuck on a phone and MAYBE more consoles eventually if people are lucky" that might be turning them off. -
In Topic: Spark the electric jester
04 August 2014 - 10:23 AM
LakeFeperd, on 04 August 2014 - 03:44 AM, said:Altough, if nobody has nothing to talk about, maybe I've not done my job right. =/
In my case, the only reason I didn't talk about it is because I played it late at night and put a response off till the next day and forgot I didn't do so. =P
Spark feels a little overpowered with his charged shot, everything else takes a bit of work but it seems almost too easy to charge up and snipe things from a distance, discouraging me from playing around with his moveset. It'd be a shame to see a lot of people ignore the work you put into the normal attacks, the sword powerup and all!
Outside of that little worry, I really enjoyed the demo! I like how even though there are (I believe) touches of the Sonic Worlds engine, it ends up feeling more of a complement to the gameplay. I didn't see any loops or tubes and there weren't as many ground slopes due to the locations, putting the focus on the other parts of the gameplay, but it was still possible to play around a bit with the ones that were there like the rooftops.
I also enjoyed the seemingly intentional physics quirks due to things like the charged shot's recoil, though I seem to have trouble pulling off the "shoot backwards to run fast" trick, I was still able to wall jump up a single wall with the Gravity Glove or go straight up underwater with the right charged shot timing.
How long is the game planned to be, again? Freedom Planet, a fellow Sonic Worldsy indie platformer, seemed pretty lengthy when I played it, and I remember Sonic: Before/After the Sequel having quite a bit of length due to the three act structure and other bonuses, will Spark have that same feel? I'm pretty excited for the game and want to know just how much I have to look forward to!
Lastly, about the selling options, have you thought about Clickteam's new store as one possible option? Then again, launch day is when you would get a lot of sales, so launching on something big like Steam can be important when you want to sell it, but that's still an option. -
In Topic: Spark the electric jester
09 March 2014 - 03:30 PM
I figured given the hat, the quick electric slash type move, and the previous Kirby nods you've had in your games, that the jester aspect would be played into via Mirror Kirby style illusion moves. You know, the kind of "Haha, missed me! I'm over here! Sent your move back at ya!" style? Perhaps that's more of a trickster or some kinda trolling character, but magical illusion tactics seem like they would fit the entertainer type somewhat, on top of things like the ball idea.
If I may make a suggestion to help move it a touch more away from Sonic(and, I guess, more to Kirby style) what if you made it so when standing on milder angles the character stands straight up and slants his feet at the angle, like in Kirby games?
Oh, and of course, I should say that I'm excited to see this, though I was almost expecting you to just outright make a Kirby game before doing an original one given things like Beam Sonic and Mirror Tails. =P -
In Topic: Project AXSX (2013 and Beyond)
12 February 2014 - 04:07 PM
I'm not sure I can tell just by pictures and video, but for the shadows... I remember seeing hundreds and hundreds of animation frames of Sonic at various angles, do you plan on using any of those as the sprite used for shadows to make them more accurate so to say? I often see games with 2D sprites where a shadow or reflection doesn't quite match up due to simply mirroring the sprite, as they don't have the proper reverse angle.
It probably wouldn't make a huge difference, or there might be a general lack of 360 poses for certain animations, or it might just not fit your vision, but I thought I'd ask at least.
Friends
DinnerSonic hasn't added any friends yet.

Find My Content
Jul 23 2015 11:45 PM
Male