Discussion in 'Project: Sonic Retro (Archive)' started by test-object, Jan 24, 2009.
People will just stop, spindash, get better prizes.
It's harder to slow down from spin dashing. Odds are that the player will overtake the starpost by too much if they do that (especially given how jumping from rolling works).
True, long as this game has the same unable to move jumping out of a roll movement.
Then you have to be careful where you put them. If you put them in a spot where you are moving slow and can see them before you get there, you can do what Diablohead described with ease. You could put a hazard behind the post, but now you're thinking like new age Sonic team. And besides, going back after tripping the post would be annoying, and players would have already trained themselves with the old games that the portal dissipates if it goes off screen. Just don't do it, alright?
Tried something a bit different (and fixed the wrong frame):
Lamposts too can lose weight:
I still spin the rotating star inside the Starpoll would be a much better idea than a spinning on, the movement is more unique.
You're not the only one.
I was thinking that maybe the star appears only when the bonus stage is opened.
I hate to double post but:
Can't have a Sonic game without them.
I like the coloring of the Chaotix rings better. They make the rings seem more golden than yellow, and they are SUPPOSED to be golden.
<!--quoteo(post=279359:date=Feb 14 2009, 07:44 AM:name=STHX)--><div class='quotetop'>QUOTE (STHX @ Feb 14 2009, 07:44 AM)
Can't have a Sonic game without them.[/quote]
There hasn't been a Sonic game since Sonic Adventure 2.
Sonic Adventure 2 a Sonic game? Blasphemy; it's maybe a Knuckles or Robotnik game at best.
And feh, even Black Knight has them, they're just hiding in apples and barrels and pots.
I'm just thinking, should this game have some sort of imagenry space target to achieve when it comes to the final size of the package? The true sonic 4 would not have shit tons of memory or ram to work with, but I understand that this game is not on the megadrive so :P
But buttery smooth animations, 20 frame rings and springs might be going overboard and become too fluid.
I don't think it should. If it were made on the Saturn it would have at least 700 MB to play with, right? Even the Sega CD has a lot of space, and I really don't see a point to try and keep this within the Genesis size limits. Nothing else about this project is really sticking to the genesis restrictions.
Not everything is going to have a target of fluidity, just mainly the important things like the character art, you know, the ones you see the entire game.
Also, for the love of God people.
Spiritual Sequel not Rehash on the Genesis.
God damn you.
Some concept drawings I had lying around, could be of use :3
Have you thought about their abilites? If not I have ideas:
the gorilla robot can charge towards you;
the chicken can use it's "legs" as springs to jump higher;
for the camel I have no idea.
I also like the idea of a badnik which takes 2 hits untill it's defeated but it should be only applied for 1 or 2 badniks.
If you're going to have badniks that take more than two hits then it might be worth having them act like the little jumping mushroom things, there would have to be a definite way of showing you've hit them at least once.
At the risk of bringing up another debate it might be quite nice to have a 'damaged' robotnik sprite as well as a 'destroyed' one. first four hits he looks normal, then from then on he looks damaged till the final hit where hes destroyed and flies away. Like they did in Sonic 3D but with only the 3 sprites, no need to add one for each hit.
New "damaged state" sprite, short flickering and a "damage" sound that you hear in boss battles should be fine.
I hate the idea of multiple hit badniks. Reminds me too much of Sonic Heroes.
Could really slow down the gameplay.
Separate names with a comma.