<!--quoteo(post=285705:date=Mar 2 2009, 11:25 PM:name=AerosolSP)--><div class='quotetop'>QUOTE (AerosolSP @ Mar 2 2009, 11:25 PM)
Hmmm, that's an idea... What about a couple of classic enemies that act in a new way? The classic Emerald Hill Coco-nuts badnik that people will look at and go "heh, you guys again, prettier sprite though I guess." Then they run under and the little bugger leaps between the trees to follow them, instead of sticking to it's original tree :p Motobug; instead of doddering back and forth begging to be owned, suddenly pulls in his wheel, opens his carapace and flies at you! Obviously to keep things fresh they could all do with a bit of a redesign anyway; something that gets across the idea they're clearly related to the originals (the way the orbinaut family progressed) but make them more in-keeping with the new style. I might even try a few sprite edits to show what I mean a tad clearer.
No. I rather have original robot designs instead of just redrawing the old ones. If we just redesign enemies then we are limiting ourselves in what they can do. Not to mention it'll just look like we're lazy slobs reusing old designs.
.gal Since this is my first time with Gale, I decided to redo something I already did in past. This is the first badnik I posted on the Sonic 4 forums looooooong time ago. Basically, its a spider. The ideas is to have it to suddenly fall down when Sonic passes below it. The first time I posted it I also suggested the possibility that it could shoot lasers from the mouth, but in the end I didn't liked the idea. Additionally, if Sonic hits the silk instead of the badnik, maybe he falls on the floor and tries to run away from Sonic (or tries to climb the nearest wall).
"I rather have original robot designs instead of just redrawing the old ones. If we just redesign enemies then we are limiting ourselves in what they can do. Not to mention it'll just look like we're lazy slobs reusing old designs." Sega themselves did this a few times though, so having a couple that are reminiscent of the classics wouldn't hurt surely? If nothing else they'd give it a greater feeling of continuity which would add to that retro feel. Are we not having any orbinauts? They featured in Sonic 1, 2 and 3. If this is the spiritual squeal, wouldn't it make sense to have a new version pop up here too? The same goes for a few others; caterkillers made an appearance of some sort in each one too, albeit they changed more radically than the orbys, wrigging in the first, leaping in the second (the mystic caves dudes) and then leaping and floating in the third (leaping in sandopolis and floating in angel island zone). Admittedly the caterkillers got name changes, but they we clearly intended to be in the same family of robot designs. A caterkiller-esq robot appeared in Sonic CD too. It almost seems un-Sonicy not to reuse a few classic designs now I think about it o.O
What on Earth is left to do with them? Honestly. Sonic 1 had the kind that floated slowly along and could easily be avoided, as well as another that got angry and threw its spiked balls at you. Sonic 2 had at least the fire version of Sonic 1's second type (and buggered if I can remember whether there were others). Sonic 3 had one which matched your speed and would fly directly at you hoping to get a hit in, and was rather easily avoided in most cases. If anything, people are more likely to go "oh God not this thing again" rather than "oh cool I really liked this bad guy!"
I second this here. If we're gonna have a bunch of completely different badniks, it would be the equivalent of replacing Mario's enemies. You can't have a Sonic game without Coconuts or Caterkillers, the same way you can't have a Mario game without Koopas and Goombas.
Off the top of my head I can think of a few; Have the orbs spin in a figure 8 similar to the Metropolis boss, presenting an element of timing to attacking them. Have them fire the orbs in an arc in front of them meaning the player has to move back and jump between the gaps. Have them appear normal, then when the player approaches the orbs spin quickly around them horizontally and they charge at you, jumping and hitting them on the top would damage them. If you jump over them they finish their charge and revert back to the previous well defended state. There is still quite a lot of life in something as simple as the orbinaut. If we really want to spark nostalgia then adding things like this would really help; seeing something so recognisable acting in a new and interesting way seems like a good way to tie it in with the originals while keeping it fresh at the same time. At least to me anyway
Having traditional Badniks doesn't mean they're the same. There is a clear transition from Buzzbomber to Buzzer, but they're still clearly visible as different Badniks. Redrawing Coconuts is a terrible idea. Designing a logical evolution of the robot design isn't.
Coconuts appeared in only one 2D game, but there was a monkey-ish robot (called monkey dude, I think) in Sonic 3.
The only similarity the majority of the badniks had was that the design was based on similar animals and nothing more, if you remove the cosmetic 'caterpillar-ness' of all the caterkillers they have nothing left in common. If anything the Rhinobot and Penguin things have more in common with one another as they attack in a similar fashion but look far from alike. It would be much better to think and design original badniks, if their design happens to mimic the actions of an animal used before in a sonic game then so be it. If not, no problem either. Inspiration not impersonation. EDIT: oh and people are getting far to carried away with badnik attack patterns, some of them are more complex then any bosses previously seen. What ever happened to just jumping on a robot as you run past?
We are not redesigning old robots. End of discussion. Now get back to designing robots relevant to the current level.
[x] Flying > Tuca-bot: Tucan from Kamon62, simplified [x] Insect > Cocoo: More of an obstacle then enemy. Spikes on the bottom. [x] Plant > King Sling (mmyeah, sue me on the names): becomes a platform, but jump has to be timed. [x] Pirahna-like: ...Not much to say. [] Monkey: ... [] Basic Enemy: ...
<!--quoteo(post=288454:date=Mar 10 2009, 12:15 PM:name=test-object)--><div class='quotetop'>QUOTE (test-object @ Mar 10 2009, 12:15 PM) [/quote]Super Mario Land 1.
Really nice badniks you got there. I'm not to fond of the cocoo badnik but the others are great in my opinion. Oh, and I may sound like a turd here but by saying hit box all over what do you mean exactly? EDIT: What the fuck? I typed noob with 0 and it's replaced with turd :D. Oh well.
Oh, for fucks sake.... I even have the bloody game!! :P The seahorses didn't really shoot diagonal, however. They shot the direction where you were at. :3 Well... where you are able to hit him. I really worked my brains off on the cocoon badnik though : ( Thanks anyway ^^ ;3