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Group:
Member: Members
Active Posts:
89 (0.05 per day)
Most Active In:
Sonic 2 HD (Archive) (51 posts)
Joined:
02-August 10
Profile Views:
2180
Last Active:
User is offline Nov 08 2014 12:16 PM
Currently:
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My Information

Member Title:
Holy pug in a pizza box...
Age:
23 years old
Birthday:
March 27, 1992
Gender:
Male Male
Location:
Wales, UK
Interests:
Ski racing, Snowboarding, Listening to music, Playing music (electric/bass/acoustic guitar, keyboard and singing), Writing music, Tennis, Computing.

Contact Information

E-mail:
Click here to e-mail me
Website:
Website  http://www.ecs.soton.ac.uk/~aed1g10

Previous Fields

Project:
Sonic 1 AS3 Engine
National Flag:
uk
Wiki edits:
9
SA2 Emblems:
2

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Posts I've Made

  1. In Topic: Chemical Plant Zone - Smooth McGroove (A Capella Cover)

    04 July 2013 - 05:02 AM

    Ah, my bad! It's been a while, forgotten where things should go :P
  2. In Topic: Direction, purpose, and establishing milestones

    16 April 2012 - 05:42 PM

    I think it could be an interesting feature, given a 2D side-scrolling engine is implemented that closely follows the original physics and structure of the Mega Drive games, would be a set of tools that would allow for easy porting of the game to the Mega Drive platform. This would have to be in the developers' mind from the start of the project if it were to be a success, but I think that would be such a killer feature to be able to use this as a universal tool to port graphics, music, altered physics, and the like, back into 68000 assembly code! Particularly for those that are daunted by standard ROM hacking techniques...

    Any views on this?

    EDIT: I'd guess, for this to work, there would need to be very strong cohesion, with the original engine, from the design phase onwards over all aspects like coordinate systems, button handlers, etc...
  3. In Topic: Sonic 2 HD

    10 April 2012 - 04:38 PM

    Now that LOst is history, what I want to know is, was it his influence that turned the project so closed and secretive? Is it possible that this can be relaunched as an open-source, community project? I'm sure this could be released, in its finished form, to an exceptional quality if it was done by a dedicated and talented team (of which there are a huge number of talented developers at Sonic Retro), with the remaining members of the management team overseeing development, and having greater community input on matters from music to artwork. Even having a larger team of artists to create the artwork, based on the art style, would accelerate this project to no end!
  4. In Topic: General Project Thread & Feedback

    07 August 2011 - 03:06 PM

    View Postancara, on 07 August 2011 - 12:46 PM, said:

    I finally return with what I said I would! :v:

    Aquatic Ruin Zone
    Casino Night Zone 2P
    Hill Top Zone
    Mystic Cave Zone
    Oil Ocean Zone


    I doubt at this point what I did will matter much, but eh, imma at least still try to spot #2 with the acts if it does happen. :v:

    For the sake of making this place a bit less dead, here's some opinionated feedback:

    ---
    Aquatic ruin zone - Nice instrument choices. Seems a bit too precise and has too much presence though. Perhaps some reverb. on some of the tracks would help soften the mix a bit and give a sense of distance.

    Casino night - An interesting interpretation but I think it's a bit too busy with too much going on and sounds a bit noisy. Separating the tracks a bit and thinning it out, perhaps with less instruments would make it better.

    Hill top zone - Bass is far too in-your-face and distracts from the rest of the piece. Other than that, a very nice remix!

    Mystic cave zone - Nice work! Could do with a few more "harsh tones" in places as it needs to be quite a strong, up-beat, cutting and 'mischievous' song.

    Oil ocean zone - Excellent remix; Only thing I could say is that it needs more impact!
    ---

    Loved the remixes :D Shame it doesn't look like the team are looking for anything creative these days but hope it helps you anyway :)
  5. In Topic: General Project Thread & Feedback

    25 June 2011 - 05:45 PM

    One thing I don't understand is how there can be all these animations with a huge number of frames and yet you dumped the superior monitor animations for a simpler one with the generic static flicker. This isn't a moan (as such), more asking for a technical reason if any why this was taken out. I don't see how the two cases are different and why the original monitor animation can't be used.

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