Discussion in 'Fangaming Discussion' started by Lostgame, Feb 22, 2009.
If SBR2 played even remotely like classic Sonic, it might have shown that. But it doesn't.
Oh, c'mon? Sonic can thok (agreed, it isn't very useful), Tails can fly, Knuckles can glide, climb and destroy rocks without spinning... Same deal with the speed. Actually they're mostly taken from S3K.
When I said 'moves' I meant 'attacks' like tail whip or punching. Which is why I downloaded Shadow. As the one I found, (IIRC) had homing attack.
The Tail Whip and the Punch aren't really any more or less useful than just rolling, though, which all characters can do.
I do think the homing attack (plus enabling analog controls and using a analog gamepad) make the game a hell of a lot more enjoyable, though.
Not for nothing, but hasn't this always been the case? At least, with S3&K.
Still feels like 3rd person Doom on crack, to me. It looks fun and retro, it was cool when the first playable demo was released. But it feels stale, now. Sorry :v:
It's aged pretty badly. I saw it as DOOM with some platforming and Sonic inspiration, not really anything that special. It's aged worse, the maps are pretty decent. I did originally attempt a Sonic styled game in Source, but didn't have enough time and or experience to get something working decently. Perhaps I'll try again.
It's locked at 35Hz (like a sonic game shouldn't), uses Legacy (buggy and slow) and also doesn't work very well with my gamepads. :v:
Not really. In S3&K they were all the same speed. And in SA, Tails had to Race Sonic. He wasn't as fast as Sonic, but he had to, and could, beat Sonic.
These days, both Tails and Knux are slow. With only the hedgehogs seeming fast anymore. (All but Silver)
Yeah, but Tails and Knuckles felt cripplingly slow in Sonic 2k6. The SRB2 dev team has been pretty adamant about making SRB2 replicate 2D Sonic controls in 3D. I am almost positive Tails' speed is roughly equivalent to how fast he was in the Genesis games, unless they've done some dramatic rebalancing when I wasn't paying attention.
SRB2 wasn't a bad idea, but Doomlegacy is pretty limited. That and any attempt to get them to, say, possibly improve upon their work is met with a lot of hostility.
I once made the mistake of suggesting moving the project over to a more capable Doom source port (Doomsday), only to get chewed out by their site's staff :|
I guess I deserved it for, y'know, pitching perfectly plausible and sensible idea for improving their game. <_<
No, that is neither a plausible nor sensible idea. Modding Legacy to get to where it is took bloody years to do, and you're saying we should drop it all entirely and redevelop it all again from the ground up? Granted, we'll have most of the art assets done, so it's more sensible than, say, Source Engine, but completely redoing the code would be a major setback we'd rather avoid entirely.
It's nothing personal, and I don't really mean to offend you by shooting this down - but there's no chance in hell. (And besides, if we were really going to switch gears, GZDOOM or bust.)
For the first (or one of the first) Sonic fangames that feature true 3D platform it was revolutionary at the time. I even heard that now they're inserting real 3D models in the game. You can view them here.
However, it will get outdated sooner or later. At least as soon as we get a decent and much better 3D fangame, especially when there's another fangame made in a much more recent FPS than what SRB2 is on.
<!--quoteo(post=283160:date=Feb 24 2009, 09:22 AM:name=BlazeHedgehog)--><div class='quotetop'>QUOTE (BlazeHedgehog @ Feb 24 2009, 09:22 AM)
Fuck. I want that. :D
I managed this with my 360 controller... somewhat. For the game, I actually assigned a run button (X, I think) and used the left stick to steer, rather than hold forward and steer, because Sonic's turning ability is pretty spastic when that happens. Aside from making the controls feel more racecar-like, it's otherwise functional. I think I prefer using the keyboard+mouse combo, though.
The problem with SRB2 and gamepads, besides that it needs better support =P is that SRB2 is best playable with FPS-like controls really. I have two sets: W/S/A/D for strafing and 8/5/4/6 for steering (both have forwards/backwards). Now, you may wonder, what is common in FPS games? Mouselook. Well, gamepads... simply aren't suited for mouselook. There is analog, but it works differently. In a gamepad, it's push in a direction to start moving, then return to the center when it's done. On a mouse, just move the distance it has to move, and stay there.
So you'd need a gamepad which is made with mouselook-like controls in mind. Which is where my idea about sliders come (you have a pair of sliders in the gamepad shoulder area and you... well, slide them, like you'd do with the mouse, except that they're 1D instead of 2D - there're two sliders though anyways =P). But I don't have enough money to manufacture and sell gamepads, and I don't think I can afford to spend in making a custom one right now (especially one requiring such new parts). So meh.
The SRB2 community is filled with fanboys & the forum administrators are national socialists. And it runs like crap on Linux.
I played the game almost ten years ago and it felt like sonic in mario 64. Can't say I didn't like it, though. Pretty sure SRB2 is what Sonic on the Saturn would have really been like if they had managed to get it to work. Always reminded me of that one 3D stage where you could get the bonuses in Sonic Jam. Sonic Adventure 1 is by far superior and it's the only 3d Sonic I consider a real sonic game. Sonic Adventure 2 came close to that and Heroes would have been fucking sweet had it not had the annoying three player aspect.
Can't say anything about Unleashed for 360/PS3, but I liked it for PS2.. the werehog part at least. Sonic's levels were way too linear for me, though.
I was never bothered by the lack of slopes, but it would be a miracle if SRB2 did have them. It really is the biggest part of classic Sonic, but hey, can't start over now. I'm alright with with it being more of a Sonic-Mario-FPS anyway, CTF on it is fun as hell, IMHO. I just wish the godawful lag was fixed in netplay, it's almost as bad as SSBB.
Oh, god. I'm getting so sick of associating myself with them anymore. The master server at ms.srb2.org has been such a piece of shit for the longest time, with nine year olds role playing their silly scenarios and the commoners on the SRB2 Message Board becoming so stereotypically prejudiced against it that they treat RPs and hangouts as the antichrist, referring to anyone who does it as "n00bs" unconditionally to the roleplayer's age, experience with the game, or attitude. Most people on the master server don't understand how to host, and the older members that do would be more interested in ranting about the SRB2 community and playing Team Fortress 2. The forum community is stiff with restrictions, and its general attitude seems unfriendly, especially some of the staff. The more I look at it, the more it seems childish to me to the point where I respect Super Mystic Sonic more than I respect half the rest of the sad excuse for a community. The whole thing is just a mess; it's as good as broken, for all I'm concerned.
The only reason I still frequent the forums there anymore is because the staff is now wanting to use a master server I created to be their default; it's the perfect opportunity for me to try to at least settle the ridiculous conflict between the two sides of the community, so I want to give that one last shot. I do administrate a couple sub-SRB2-community forums, but SRB2ME is ultimately going to be the decider of whether I stay with the community or move onto something else, since SRB2ME will effect not just the gameplay, but netplay, addons, and the community as a whole.
Big bump, but I felt like ranting.
I like it.
It's not ideal, not by a long shot - but the stages do have the kind of 'openness' normal 3D Sonic games sorely lack. The stages themselves are a mixed bag, but the best ones are loads of fun.
Separate names with a comma.