Sonic and Sega Retro Message Board: Hamneggs - Viewing Profile - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help

Group:
Member: Members
Active Posts:
304 (0.15 per day)
Most Active In:
Sonic 2 HD (Archive) (283 posts)
Joined:
23-January 10
Profile Views:
1629
Last Active:
User is offline Oct 02 2014 08:55 PM
Currently:
Offline

My Information

Member Title:
Official Breakfast of S2HD
Age:
22 years old
Birthday:
October 1, 1992
Gender:
Male Male
Location:
TEXAS
Interests:
Computer Science, Guitar, and Kittens.

Contact Information

E-mail:
Private
Website:
Website  http://

Previous Fields

Other Contact Info:
hamneggs on PSN
Project:
Networked lighting
National Flag:
us

Latest Visitors

Posts I've Made

  1. In Topic: Sonic 3 Complete

    10 April 2012 - 01:34 AM

    View PostTiddles, on 04 March 2012 - 05:29 PM, said:

    View Poststeveswede, on 04 March 2012 - 05:11 PM, said:

    One of the things I would have thought would have been nice to see in this hack is the option to keep the shields from one zone to another. It's always bothered me in Sonic 3 because of how all the zones connect with each other. Any chance of that being put in the options?
    That might be a good option, yeah - it shouldn't be too difficult in theory to piggyback on the code that keeps your shield going into the boss acts.


    I've kept a bubble shield between the Hydrocity acts.
  2. In Topic: Sonic 2 HD

    10 April 2012 - 12:29 AM

    Maybe it was his sketchy-ass way of getting some decent input response times. No matter what, this game was LEAGUES ahead of any Unity-based fangame.
  3. In Topic: Sonic 2 HD

    10 April 2012 - 12:15 AM

    Keep the art (minus the shitty Sonic looking-up/down),
    keep the music, kill off LOst,
    find a veteran programmer who knows their way around the Sonic Physics Guide.

    Hell, give it all to Synergy. He knew his stuff it seemed.

    Or inquire about the nitty-gritty of using the Retro Engine.
  4. In Topic: Sonic 2 HD

    28 March 2012 - 02:28 AM

    View PostMiles Prower, on 28 March 2012 - 02:25 AM, said:

    Complaining about wine


    Wasn't stated that it was supposed to run in Wine.
  5. In Topic: Sonic 2 HD

    28 March 2012 - 02:15 AM

    Me and a bud (Also a member here) had our fun with the alpha. Some things-such as difficulty-can make one consider Sonic 2 the 3rd best sonic game.
    Look ma—no jumping.

    Also, since no one has pointed out many of the flaws, and I still believe in feedback, here's a list:
    • Sonic's looking up sprite is rediculous. Just watch the spines.
    • Looking down isn't much better.
    • Sonic's hand on the title screen is really derpy. The closed fingers don't move naturally AT ALL.
    • That grin when sonic is about to fall doesn't live up to the quality of the rest of the game.
    • The yellow springs don't seem quite as powerful. Getting to the starpost on the platform seems more difficult.
    • It was mentioned before, but one can't fall into roll whilst holding forward or backward.
    • Input lag seems to still be a slight issue. But using raw input greatly improves it—and this is a moot point. The 60hz input limitation doesn't exist like it does in all the unity fangames, and that is a feature in itself.
    • Looking up/down camera movement hasn't been implemented just yet.
    • Some of tails sprites seem to be better than those of Sonic's. Odd.
    • Sonic's feet cut in and out of the grass very noticeably between tiles.

    These problems are mostly art problems, and since the art assets were very audibly finished, they are fair game for whining.

Friends

Hamneggs hasn't added any friends yet.