Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 02/13/2021 in all areas

  1. 4 points
    Today has been one of the best days of my life.
  2. 2 points
    I'd forgotten how much of a pure, unbridled joy of a platforming experience Mario 3D World is. I hope lots of people get to experience it for the first time and it finally gets the love and respect it deserves.
  3. 2 points
    So Trump’s going to get away with it. The lack of backbone in the Republican Party continues to astonish. You’d think they would stand up when they were nearly murdered a month ago by him and his terrorist supporters, but nope. No idea how anyone votes GOP anymore outside of being fully brainwashed.
  4. 2 points
    My prediction is this: Obviously Tails has a big role. And Knuckles will have a major role as an antagonist on side with Eggman until the final act when he realised he's been tricked and sides with Sonic. Maybe, if we see more of Sonic's world, more characters could appear in a small capacity in the background. In the same way we had Pachacamac in the first movie.
  5. 2 points
    Honestly, I never understood why they drastically changed the direction for the series after SA and SA2 when they were doing so well.
  6. 2 points
    Agreed. I personally really enjoyed the stories in SA/SA2.. after that nothing's really grabbed my attention.
  7. 2 points
    Sonictrainer

    Sonic Channel

    According to Sonic Channel's Twitter, Sonic, Tails, Knuckles, & Amy went to Chun-nan to celebrate the Lunar New Year.
  8. 2 points
    Blue Blood

    Are Sonic hands too big?

    But no, there's nothing wrong with the size of the characters' hands. They all look absolutely fine. The movie opts for smaller hands and thicker limbs, which is also since.
  9. 2 points
    Angyu

    Best Sonic Playstyle

    Adventure style. Enough said!
  10. 1 point
    sassytassie

    Sonic Music

    Anyone else love Sonic music as much as I do? I listen to it all the time. Loved it as a kid, still love it at almost 28 years old lol. Mainly Crush 40's stuff but also some stage tracks and character themes done by other artists. It'd be very hard for me to rank my favourites, but I'll try. Live & Learn Open Your Heart It Doesn't Matter (Sonic's Theme - SA2) It Doesn't Matter (Sonic's Theme - SA) Sonic Boom This Machine (Team Dark) What I'm Made of My Sweet Passion Believe in Myself (Tails' Theme - SA2) Unknown From M.E. (Knuckles' Theme - SA2) Unknown From M.E. (Knuckles' Theme - SA) Never Turn Back Knight of the Wind Team Chaotix Throw it All Away (Shadow's Theme - SA2) Ok that was reallyyy hard for me to rank accurately lmao but I tried.
  11. 1 point
    Hey, first post! Thought this would be fun to share https://youtu.be/ScbaM4HYbJs I grew up obsessed with the music from the original Genesis games, so let me know if there are any other tunes from 1, 2, 3, or Knuckles that could be cool to analyze in this format. Would definitely want to continue the series in the near future.
  12. 1 point
    MetalSkulkBane

    Are Sonic hands too big?

    I know, what a intriguing and complex notion worth deep through dissection. But how long can we ignore this? Jesus, his fist is larger than his torso. It's the most extreme example, but not exception. If Rouge stood in front of white wall she could disappear by strategic hand positioning. I know, cartoon proportions. But I feel like Mario or Mickey Mouse handle this slightly better despite similar body type. It's especially funny if you consider their noodle limbs, implying that half of those gloves is sponge or something.
  13. 1 point
    RadicalLaRuby

    Best Sonic Playstyle

    If 2D, Sonic 3/Mania. If 3D, SA1. It edges out SA2 slightly for me due to the spindash mechanics and multiple functions being on one button. SA1 kept it simple for the most part, which works much better for me.
  14. 1 point
    sassytassie

    Best Sonic Playstyle

    Adventure for sure.
  15. 1 point
    Earlier today I did the COVID-19 RT-PCR test. Results in 10 days, but it's 99,99% right that I got it. Not smelling anything since thursday.
  16. 1 point
    I really don't think they should expand too much in a single movie, the first sequel in this case. We know this, we have said it, the original one was cool because it was for everyone, new viewers who don't know much about Sonic. And it worked. So let's keep that formula, Tails and Knuckles are already enough as introductions. Tom and Maddie should be given more stuff to do because they are the human aspects of these films, they are having an arc as part of Sonic's family, until he will decide eventually to find his way to his real home or grow up or something like that. So of course we will see the follow up to that story. Eggman will build badniks, probably Metal Sonic, and a fortress, going full crazy this time. Other elements they definitely need to explore are the emeralds, it seems they are tied to Sonic's power. They should start by introducing 1 emerald. Knuckles I predict will also have a minimal role and will not meet Sonic until the third movie. To complete the saga. And I would rather not go beyond 3 films because they would find a way to screw up if they keep them going. Depends on how much money they make.
  17. 1 point
    Finished Bowser's Fury. Took the whole thing at am incredibly leisurely pace and enjoyed every minute of it. More of this, less of Odyssey please, Nintendo. This plays much more like the sandbox, open world successor to 64 and Sunshine that I always wanted.
  18. 1 point
    Today marks one year since I watched the Sonic Movie!
  19. 1 point
    Diogenes

    Best Sonic Playstyle

    The fangame I am always planning but never actually making. 3&K/Mania, obviously. Nothing else the series has done compares to using intuitive and natural-feeling physics to go faster and jump higher. Anything else they've tried is either a lesser, compromised version of that, or abandons it in favor of something more restrictive.
  20. 1 point
    It's happening. It's actually goddamn happening.
  21. 1 point
    3D World + Bowser’s Fury just arrived, along with a steel book I wasn’t expecting to get with it!
  22. 1 point
    Sonic 4 Episode 1 is more fun that Episode 2. Is that a hot take?
  23. 1 point
    SonicFanForLife

    Sonic Music

    The Sonic 1,2,3,K tracks. "*ba da ba da, ba, da* *boom* COME ON!" (S3 mini boss) The Crush 40 songs. "... hanging on the edge of tomorrow!" (You know that one.) The Sonic Rush/Rush Adventure songs. "...this is what, this is what, this is, this is what, this is what, this is, this is what, this is what, this is, this is what you need, what you need." (You'll never guess it.) Every track and song in Sonic Unleashed. "...the possibilities are never ending!" (Rooftop running, windmill dodging, desert drifting, the possibilities are literally endless!)
  24. 1 point
    It's been floating around for the last day, but there's some kind of special called Life of Pie made by the animators of the movie, and it's supposedly a 23 minute pilot for a Ratchet & Clank series. https://old.reddit.com/r/RatchetAndClank/comments/li71ij/what_is_ratchet_and_clank_life_of_pie/
  25. 1 point
    Stardew Valley 1.5 just launched on consoles and looking at this changelog, all I have to say is holy crap. It's such a massive overhaul that I'm gonna have to dust off my copy and play through it again. Now if Terraria Journey's End could hit consoles already that would be nice.
  26. 1 point
    Theres a new Ratchet & Clank short out with a mix of the movie and games and they replaced Lawrence with Zed No sir, I don’t like it
  27. 1 point
    Blue Blood

    Are Sonic hands too big?

    Everyone except Sticks. Her bare hands, and those of many fan characters or the Avatar in Forces, feel really off to me. I wish that they'd given her tattered looking gloves of a similar material to her clothes.
  28. 1 point
    Josh

    Is Classic Sonic Tapped Out?

    That was probably my tweet. And you're right. I wasn't saying the two are like-for-like, just that there are some parallels to be drawn. Set the lore aside: I really don't care if Classic Sonic is a younger version of Modern, or from an alternate universe. But I absolutely KNOW that he appeals to me in a different way and for different reasons than Modern does. We wouldn't have begged for Sega to bring him back, and we wouldn't have cried when they actually listened, if that weren't true. And that's where I drew my comparison. The X series always skewed a little older, there was more focus on story and characterization, the stakes were higher, the gameplay was faster, and the setting was more realistic. X could do things that would feel egregiously out of place in a classic Mega Man game, just as Mega Man's more lighthearted, gameplay-centric tone would've felt out of place for X. Classic Sonic and Modern Sonic similarly have built defining elements that appeal in different, sometimes incompatible ways. Most Sonic fans are fans of both, but we've always had a vocal contingent that skewed hard toward one or the other. As a fan of both, a lot of what I like about Modern Sonic games and what I'd like them to ideally be wouldn't fit in a Classic game, and vice-versa. I think trying to consolidate the brand into embodying BOTH is only going to make fans who primarily like one or the other feel disregarded, and erode the appeal of one style in favor of the other. In fact, I'm pretty sure Modern Sonic fans feel this is EXACTLY what's been happening: That what they like about the series is being disregarded in favor of the classic elements. The solution, like I said, isn't to hack down the branch that's healthy, because that's only going to make fans OF those elements feel that what THEY like is being disregarded. I think the best solution is to build both of them, let them both play to their strongest, most distinct, most beloved elements, let them grow and evolve and IMPROVE independently of other. Imagine if Sonic Forces had met and exceeded modern fans' expectations, the way Mania did for classic fans. At this point, making that distinction is the best shot Sega has at satisfying the widest audience.
  29. 1 point
    Carol and Lilac (Freedom Planet) This I believe started life as a Sonic fangame, and I think can be credited for starting the movement of "games that are clearly inspired by Sonic the Hedgehog but are legally distinct enough to be sold for actual currency" occupied by other games like Spark the Electric Jester. That being said, even without the threat of legal action, Freedom Planet always seemed kind of terrified to be likened to a paid fangame. Which I guess is sort of understandable for its time when this kind of approach didn't really have much precedent yet, but if you ask me they went a bit too far in erasing their likeness to their inspiration when they removed the spindash, arguably the main thing that made Sonic gameplay work as well as it did. What Freedom Planet does in its stead is something of a beat-em-up focus that works less well with Sonic's slippery physics than they probably imagined - you'll either run right into enemies or hazards without much warning that they're there, or struggle nonetheless with the positioning needed for mostly melee fighting. Lilac at least has a Rocket Knight esque directional boost that can serve to build speed back up quickly, but it operates on a cooldown that other moves in her arsenal can draw from so you might not always have it as readily as you need it - Carol meanwhile needs to find a motorbike in the level in order to be able to self generate speed at all, and the less said about Milla's approach to it the better. I still think Freedom Planet is alright in spite of these things, I just think it could have been a lot better by either going all in on being a Sonic game in all but name or committing all the way into being a beat-em-up, not making an awkward mish-mash that later becomes some of the worse parts of both approaches. This is more on the list though, because it's the first - and only - game I've donated on a Kickstarter for, and it's taught me some valuable lessons on the nature of Kickstarters in a manner most people get a ruder awakening from. Kickstarters can promise a lot of things, but you only ever have their word for that, nothing more, and you have no guarantee that you'll ever see parts or wholes of it happen. The personal example here is that I paid for an incentive to have a character of mine added to the game as an NPC, but later down the line the game was scaled back to remove hubs from the game, and NPCs along with them. All I ever got was a sprite done in the game's artstyle, and I don't even have that anymore because it was sent via PM on their message board and the boards moved at one point. Anyway, the point is, sometimes you don't get shit you paid for and sometimes that isn't even out of malice, which is more than could be said of people less lucky than me - at least the game actually came out in the end. Some people have put up Kickstarters on the on the simple promise of putting a game out at all and quite often backers don't even get that, because the "developer" just takes the money and runs off never to update again, and never to face material consequences for scamming people this way. I got this lesson in the gentlest way it could have been given, and still got to play a pretty decent game in the end regardless. Honestly, it's made me kind of apprehensive about the prospect of crowdfunding anything myself, because I already don't like the idea of promising something I don't know won't change without the idea of betraying people who have already paid actual money for it before I can deliver it, and much of the benefit of crowdfunding on the side of the consumer seems to be to tack extra stuff onto an already complete game for their own personal benefit, enjoyment or recognition. It's certainly not to say that a game shouldn't be made for the benefit of its intended audience, but being able to buy your way into influencing a game's development kinda rubs me the wrong way these days, you know what I'm saying? It bothers me less when it's a backer rather than say, a stockholder or executive, but it still bothers me nonetheless, and I think in the end I would value the ability to do things how I want to in the interests of people I want to entertain than to have people rub fifty bucks in my face and tell me how they want it done. Maybe that's part of why I took up spriting - because I want to lessen the amount of money I have to put out to get everything else done on comission, which is still a pretty scary amount of money no matter how much of it I can take out of the equation. Where was I? Oh right, Freedom Planet. It's good. Fucking hard in the late game though. And its fanbase had some of the most toxic human beings I have ever interacted with, all manner THAT kind of asshole who would claim they were sticking it to Sega by showing them how it's done - but that's not something I can really blame GalaxyTrail for. They did what they could, and I'm still curious to see if the upcoming sequel irons out all the flaws the first game had by being so disjointed in design.
  30. 1 point
    Iko

    Iko's general showcase

    And I finally completed the Cream gameplay scheme! (sorry for the compression, it was the only way to make it smaller than 1MB). I said it was going to be HUGE, and I wasn't lying. Basic Controls section Cream is more floaty than the other characters, because she's very light. She has a multiple jump system that allows her to float through the stage and bounce on enemies, though she has lost her Tails-like flight. If you have ever played Kirby's Dream Land 3, her new multi-jump system is very similar to Chuchu's multiple jumps in that game (with Nago's count reset whenever you bounce on an enemy). The first 3 jumps will let you gain height, the subsequent ones will only let you glide a bit. I used another game as reference: Hollow Knight. In Hollow Knight, at some point you get a double jump power-up. In many game, the double jump has a set height or force that's all the same every time... in Hollow Knight instead, the height you gain from a double jump depends on how long you hold the jump key, exactly like when you jump from ground in most platformers. This version of Cream has this same thing, though with each new jump, the amount of height you can gain from holding the button decreases, until it becomes nothing after the third jump. When performing a multi-jump, she loses the ball form, becoming partially vulnerable. She still has an hitbox at her feet, so that she can bounce on the badniks and defeat them this way. Sometimes the game puts you in free fall mode (for example when you are launched by a spring, or when you walk off a cliff): Cream is completely vulnerable when she's in free fall mode, but you can re-gain the hitbox by doing one multi-jump. Multi-jumping out of free-fall automatically sets the jump count to 3, so that you can't gain height from that. The effects of bouncing on a badnik after a multi-jump are designed to resemble the r-tricks from Sonic Advance 2. Playing as Cream replaces all the shield monitors with regular shields... yes, she can't use elemental shields. Why? Because she already has her own set of special abilities through the interaction with Cheese, and I felt like allowing Cheese and the elemental skills (even the passive ones) to coexist would have been too much of a mess... the character is already complex as it is. I've got the idea of replacing the monitors exclusively for a character when I was thinking ideas for Blaze... I think that Blaze should get only flame shields from the shield monitors (and she should also be the only character able to keep it underwater). But that's a different character. Bunny Boost section The Bunny Boost... Yeah, the name and the flowery trail come from the Sonic Forces mobile game, but in fact the idea comes from Amy's gameplay in Sonic Advance 1. In that game, Amy had that bunny hop instead of the spin-dash... and since Cream was introduced in the franchise, I always thought that the move was more fitting on the actual bunny than on an hedgehog, I mean, the rabbit character. This version of the Bunny Boost is an enhanced version of Amy's hop from Advance 1. The move is way simpler than it looks in the scheme. It's like a boost, but you only gain it after doing a little hop and landing. If you don't land, the boost doesn't start. The boost is short, and in order to continue it, you have to perform several hops consecutively. This boost does not give you instant max speed, you have to perform 3 to 4 hops before reaching the speed cap, and anyway if you want to go over the speed cap you still have to roll. This boost does not make you invincible, but has another special property: it let Cream ignore the angle of the ground and the terrain properties (such as slippery terrain). This means that you don't lose speed if you run up a steep slope, but also you don't gain speed if you run down of it. This effect only lasts until the flowery trail is active, but as I said earlier, the boost is short, it consumes fastly. In a way it's like a spin dash that must be charged in movement... the fact that it's actived by doing little hops means that you can only charge it on flat or low angles of terrain, and you can't use it on walls or ceilings because you would detach from them. Like for Amy's Super Peel-Out, the Bunny Boost has a cooldown that force Cream to stay uncurled for a while: this is because I wanted to make it a dangerous move, so that you don't just spam it. Preserving the Bunny Boost is a bit similar to preserving the Boost Mode in Sonic Advance 2, but the two boosts function in a different way. Cheese section Cheese is not a killing machine anymore. You can't control Cheese directly anymore, he's passive now. You have to trust Cheese and you can't rely on him all the time. Cheese can perform 3 actions: stun a badnik, interact with a switch, and hug an animal. Stunning a badnik will stop it from moving, disable any barrier or other effects the badnik had (such as electricity), and if the badnik is flying or attached to the ceiling, it will fall on ground. Some badniks will return to work after a while, but others will stay stunned (such as the ones that were attached to the ceiling and can't work anymore once detached). Potentially, if the level is designed with this in mind, you can complete it without destroying any badnik, just by stunning them... maybe it would make you gain a Pacifist Bonus at the end of the act? Cream would be the most fitting character for something like that right? Speed Shoe and Invincibility monitors are replaced by Chao Garden elements. There's a toy monitor and a fruit monitor, both of them are there to boost Cheese's stats. Yes, Cheese has some stats! By holding up, you can grab Cheese and see his stats while petting him. The first stat, Animal, is a new thing that I will explain next. The second stat is Mood. The mood will let Cheese do his actions in a shorter time when the value is high, or will make them fail when the value is low. Several things will increase the mood, including collecting rings, hugging animals, and even petting him. In the original Chao Garden from the Sonic Adventure games, a chao could copy some animals' parts if they hugged one. I decided to give this ability to Cheese, by using the classic animals from Sonic 1. The effect of copying an animal is temporary, but it gives Cheese a set of passive skills that will help Cream to make some sections of the levels easier, or to reach some secret places. This said, since the invincibility monitor is replaced, it means that Cream can't become invincible. This is because she's meant to be a weak character, but I think that with the wide set of moves and her floatiness, she would still make the platforming easy enough that invincibility won't be a big problem. Animal Powers section I admit that this concept is the result of me being a Kirby fan. Yeah it's a bit like Kirby where you can copy the abilities from the enemies, but it also resembles the tag actions from Sonic Advance 3 a bit. I wanted Cream and Cheese to fight together, I didn't want Cream to just give orders and Cheese doing all the dirty jobs. But the idea also came from thinking about the other characters. All of them focused on different aspects of the level design, and that was what made them unique: Sonic is all about speed, keeping the flow and running, plus his gimmick is to gain special powers from the elemental shields; Tails is all about vertical spaces and exploration; Knuckles is a bit like Tails, but he is also able to break strong walls and in some games he can dig, so he's about breaking the limits of the level and opening a way on his own; Amy instead focused on acrobatic jumps and finding new uses for the springs in the stage... since Cream is based off Tails, what could make Cream unique? Is Cheese enough? As a living bullet probably not, but some day I've got this idea: since Cream is all about taking care of a pet, why don't focus on taking care of the little animals that you release from the broken badniks? The pig power brings back the ability to destroy badniks and damage bosses with Cheese, but only for a limited amount of hits. Super Form section Well, I did this for fun, it would be hilarious! Cream with an army of chao, definitely something I want to see in a game some day. All the chao abilities are designed so that they can be used together, and the colors of the aura is inpired by the colors of the Chaos Emeralds... this is why I decided to add this nice little extra to my concept. I won't talk about the super forms of all the characters, this is an exception only because I had this idea and I though it was cool. I imagined the Pig special level to be a bossfight against a huge Chao Walker. And even with a sort of Super Form, Cream still can't get invincible -.- Finished! The next one is likely Tails! It won't be as complex as Cream (nobody else will be), but I already have some nice ideas for him. Expect a lot of changes from his classic gameplay, he will probably be the most different character of all. Sadly I don't know when Tails will be ready, it depends on several factors; it might be ready next week, or in 6 months, or even next year, I don't know, sorry.
  31. 1 point
    Diogenes

    Are Sonic hands too big?

    Actually they should be bigger, the ideal Sonic design is at least 70% hands. In fact Sonic should stop running and instead use his massive fingers to scuttle around like a spider.
  32. 1 point
    Ye so I'm living up to my profile picture as we speak
  33. 1 point
    azoo

    Is Classic Sonic Tapped Out?

    This is literally why I said this line of thinking and decision-making was a bad idea for Sega. It's not about which is better / more right, it's that both are a problem. Encouraging the division and making people play favorites only made things worse.
  34. 1 point
    Iko

    Iko's general showcase

    I finally decided to post something new into this thread. This is not really new actually, I posted it in another thread a lot of time ago, I can't remember when; though this version is updated with a few changes and additions. It's a sketch of Amy's gameplay. I want to do it for all the characters that appeared as playable in the Advance series (Sonic, Tails, Knuckles, Amy and Cream), but I might expand it to more characters once I'm done with them. This one is pretty simple... I think that Amy doesn't need a very complex moveset in order to be fun, as long as she can exploit the springs to make very high jumps. I decided to give her the Super Peel-Out for a couple of reasons: It originated from Sonic CD like Amy, and Sonic himself rarely uses it; In Sonic Advance, Amy was unable to curl up in a ball, and the Super Peel-Out consists in doing a Spindash-esque move but staying uncurled. Also, in Sonic Advance 2, her spindash animation was similar to a Super Peel-Out already even if after releasing it she would still curl into a ball. She can curl in a ball there. I decided to simplify her gameplay because I feel like, while fun and rewarding, controlling Amy in Advance 1 was a bit too hard for beginners. Also, after a discussion with another user here on this forum, I decided to make the use of the hammer completely optional (if you prefer, you can play as her the same way you play as Sonic in the classic games, spindash aside). She has lost her basic melee attack, also because I wanted to use only one button for all the movesets. You can still hammer your enemies indirectly by performing the acrobatic jump, or hit them while spin-jumping like a sort of gigantic insta-shield (you can decide if to bounce on enemies or fall through them while hammering them this way, it requires some timing though). The shockwave move is designed for fast paced gameplay. In Sonic Advance, you had to be precise if you wanted to hit the enemies; here you can just slam the hammer on ground and create an hurt box (sphere actually) around the point of impact. It also preserves some speed (Amy slides for a fraction of second and then she can run normally without losing the flow), so you don't have to stop in place like in the former version. The little cooldown after performing a Super Peel-Out forces her to stay uncurled (vulnerable) for a while, so you have to think well where to use the move and where it's too dangerous; on the plus side, releasing this move will make her run on feet, so you can face a steep slope with more traction than Sonic's "roll and jump" way of running after a spindash. The hammer moves can leave Amy vulnerable as well, depending on the timing. This because her secondary gimmick aside of the spring enhancing thing, was to be more vulnerable than the other characters. I didn't want to make her weak, but I wanted to preserve this "being vulnerable" thing by adding all those frames of being uncurled. As always, opinions are well accepted, and if you have suggestions feel free to write them in the thread. Cream is next... she's very complex, her scheme is HUGE, but the reasons are: I introduced a new type of "boost" that I wanted to explain in detail, and, well, it's not just Cream, it's the whole Chao Garden gameplay turned into a traditional Sonic Character (70% of the picture is dedicated to Cheese's interactions). The thing is almost finished so expect it to be released very soon (maybe tomorrow?). Other characters might require a lot of time (Cream required me months to be completed and it still isn't yet; I work on it occasionally in some spare time when I feel to, so the progresses are very slow).
×
×
  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.