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The Deleter

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The Deleter last won the day on August 9

The Deleter had the most liked content!

About The Deleter

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    Preparing for a challenge
  • Birthday 12/23/1996

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  1. Once the game revealed more of its direction I knew it wasn't really aimed at me, but while the topic of cars is still on the mind, I gotta say going from this: To this: Was pretty disappointing, to me. I mean it's not like the other All Star Racing games do much different with their vehicle designs, but for what the teaser trailer was worth, it looked like we could have been getting sleeker, more detailed car designs built around typical car traits and designs. Obviously I wasn't expecting Gran Turismo-level graphics and models, as it was just a Cgi teaser trailer, lmao, but at the very least I saw a lot of potential for the game with a new kind of aesthetic in this vein, in the same way Hot Wheels takes typical car traits and builds it's own unique or wild designs around them. Again, the game totally isn't aimed at me at this point, and I get what they're going for, but I just think it's a real shame that we've basically got straight up toy cars again out of this, when it could have been something a lot cooler. Vector's vehicle is probably the closest to what I was looking for so far, though; it's got a somewhat solid muscle-car build down, while being personalized to feel like it fits in with the character, as well. It's not amazing, but it is a lot closer to what I wanted out of the vehicle designs in the first place.
  2. <<tweet>>

    90 fangames?!?!? :eyes:

    1. Jovahexeon Megumin Academy
    2. Bobnik


      That's a lot of fangames.

    3. The Deleter

      The Deleter

      @Jovahexeon Megumin Academy Considering the trailer only showed off about 30, and the previous SAGEs I've seen have had more or less that same amount, yeah? This is way more than I was expecting. It's kinda insane.

    4. TheOcelot


      No doubt we're getting an increase in the number of 2d fangames thanks to Mania's success.

    5. Ferno


      fangame makers after mania came out


    6. Polkadi~♪


      Me, 2 months ago: Maybe I should make a video where I play through all the SAGE games this year!

      Me, now: aw hell no

  3. The tech in those new RTX graphics cards looks mad cool, but I really wish these huge advancements were applied to consoles, first and foremost. That way the industry might actually design around this tech, and make games easier to make and look better across the board, as a standard; as is, it just feels like games will have the "option" for this lighting model now, which is a lot less interesting imo and might just make things harder to pull off across the board.

    Though just having the ability to have realtime raytracing in the first place with even the low-end cards is really tempting personally, even if I have no idea whether I'd use it or not :eyes:

    1. Strickerx5


      They can’t really do that with consoles because then they’d fall way out of the price range their audience expects. We just gotta hope that more developers start actually utilizing PC hardware properly and stop only catering to consoles.

  4. The Deleter

    Sonic Forces Sales

    Gave the Retro thread a look over, and outside @Space☆Yeow mentioning how unknown sources have claimed that it's reached a million, there's barely ever anyone talking about sales over a million when the topic is brought up, tbh They sure were quick to mention that Mania passed the 1 million mark when Mania Plus was announced, though
  5. The Deleter

    Sonic Forces Sales

    Well for starters, there was a Steam leak a month ago that revealed player data for a huge amount of games, including Forces, and by extension the sales of anyone who at least played the game once https://arstechnica.com/gaming/2018/07/steam-data-leak-reveals-precise-player-count-for-thousands-of-games/ As of July when this all leaked, there were 34,165 copies sold on Steam overall
  6. The perfect homing attack, is one that allows you to carry your momentum forward, or choose to stop on a dime and reassert yourself imo


    ... So why is it so hard to justify now that I actually have it in my hands fjsgdhvs this is horrid


    Single button and it's too easy to casually mix up the two inputs, tapping or holding down, killing your momentum or throwing you off the area when you don't want to, separate buttons and it's too cumbersome to switch between attacks in the blink of an eye, influenced by analog doesn't do aiming or platforming any favors, and there's too little of a window for an additional button trigger to work well


    Don't get me wrong, being able to carry along or blast through with all my momentum intact, or choosing to platform up the typical enemy chains anytime I want feels fantastic, but from a design perspective... Oof. Best case scenario is that this kind of mechanic would be a backbone for the entire game, and would be drilled into the player's head over and over again, but that just sounds like it'd feel inhibitive for a series like this tbh.

    1. Wraith


      If you move away from homing attack chains and use wider platforms not having the stop on a dime homing attack becomes less of an issue. A "Stomp" move that cancels Sonic's momentum in the air might also come in handy here.

      Issues like these though are why Sonic Team deserves a bit more credit than they get though tbh. It's clear to me with the Adventure games that they went through a lot of the struggles 3D fangames are going through now and went with solutions that made sense at the time. I feel like a lot of the fangames are headed toward a lot of the same solutions.

    2. The Deleter

      The Deleter

      In a way Generations had the most elegant solution for this, in hindsight. While the average player only ever used the regular homing attack to defeat enemies, if you were to eschew the homing attack outright, you could bounce off a lot of enemies lined up specifically for that purpose, keeping most of your momentum while also getting higher air.

      Yeah, most of it's 2D, so it doesn't really count that much, but there were a couple of instances in 3D like Crisis City and Sky Sanctuary where this was used as well. Overall just a really elegant solution to this sort of option, albeit limited

      Edit: @Wraith yeah but wide platforms are boring :V

      I wanna make tight environmental platforms and stage design more involved than just facing forwards; having both options opens up all the possibilities I want out of that, for me

    3. Wraith


      Well then you'll have to concede the momentum based homing attack if you aren't willing to design levels around it imo. Whether the homing attack can be used for precision or not is a pretty important choice for Sonic's kit. 

      It was always just one of those fun ideas that "sticks it" to Sonic team but doesn't have a ton of real practicality imo, so it's not necessary. 

      One solution would be to have it cut some momentum so it can be used to slow down, and the reward for not using the Homing attack at all and bopping the enemies the old fashioned way is keeping ALL your momentum.

    4. MegasonicZX


      Agreed with wraith on this one, it can be frustrating to have momentum carry when the platforms are too small and unless you have some kind of safety nets for if the player misses the intended target (lower routes) it can feel a little cheap unless your given some example early on as to how it works. That said, I think wide platforms don't need to be incredibly wide when doing this, just enough room to allow for a decent margin of error on the players part so that if they are off by a bit they won't be punished for a minor slip up.

    5. Space☆Yeow


      "Best case scenario is that this kind of mechanic would be a backbone for the entire game, and would be drilled into the player's head over and over again, but that just sounds like it'd feel inhibitive for a series like this tbh."

      Considering how the HA is designed for players to do virtually everything in the 3D games I don't really see this as a problem. You use it to hit enemies on the ground and in the air. You use it (via air dash) to pick up speed as well as move around platforms. You use it to destroy item boxes. You use it to interact with basic Sonic game objects like springs, rails, and pulleys. Etc.

      IMO the HA has already been the backbone of the 3D games as it is. Even in the Boost games where the core mechanic became the Boost, you'll be using the HA for almost any other advantage the Boost doesn't cover.

    6. Diogenes


      if it doesn't work in practice, it's the wrong answer, regardless of how good it might sound on paper. and while it's tempting to go for a "total control" solution, it's worth considering that gameplay is defined just as much by what you can't do as by what you can.

      small platforms aren't a good fit for sonic regardless of how the homing attack works because he's a fast and relatively slippery character anyway. and considering how dull the standard homing attack chains are, i'd gladly ditch the stops-you-dead homing attack in favor of focusing on a momentum-preserving or at least forward-bouncing homing attack. like wraith said, if you feel it needs something to rein in his speed at times you could have a separate move like the stomp or a little double jump instead of overloading the homing attack.

    7. The Deleter

      The Deleter

      Alright now I'm thinking about something like this: base speed has the default homing attack, and as you go up in speed, the less resistance you get, eventually reaching the same momentum based state for high speeds. It's not like the base speed Homing attack was that great anyway, since it didn't really do much else that the air dash couldn't do, the spindash is always available if people want to take enemies out with more momentum, and it practically eliminates the streamlining problem here.

      I haven't tried this yet but it should be possible; just gotta code it to react dynamically to speed rather than the type of inputs that are used.


      @Wraith Well I was planning designing around both at the same time, with the base platforming and exploration being involved and rather windy, and the faster sections being more open and momentum-based. And I haven't pulled it off yet so I can't say for sure it'll be a main feature at all, but there are also supposed to be outs for the players to keep their speed, like slopes and terrain, stopgap large platforms, and enemies to bounce off of, so it was kinda a key component there as well. So say if you're typically zig-zaging around platforms on the bottom route at a slower pace, if someone was to drop down and hit all the right spots, they could breeze right by the area, no slowdown required.

      The way the mechanic just annihilates the reliability of the moves on a single button just isn't worth it, though, I can say that much for sure.


      The high-route, low-route safety net I haven't really thought of much yet, mostly because I started designing a stage like the classics and immediately disliked how straight and generic it became. If I'm gonna make a stage it's probably going to have multiple pathways diverging from each other entirely, so I think they're either going to have their own high-route, low-route to them, or just a straight up pit below them. Haven't programmed any lives in anyways, though, so it's not like it's a terribly offensive thing right now, lol

      @Space☆Yeow Yeah but I'm talking more of a Celeste kind of way; where one homing attack is suited towards the situation, but the other isn't, and will just outright make you fail to, say, reach a ledge without the momentum, or get flung into spikes. The modern Sonic games can be as varied as they want with the homing attack, because it remains consistent throughout; here you'd have to focus on a "Right move, wrong move" design in order to keep players aware of the differences, and that will only keep the gameplay held back overall, focused on the same tasks for consistency's sake.

      Unless of course someone finds a way to design around them as much as Celeste did the air dash, in which case that'd be flat out impressive

      @Diogenes  Well when I say tight I don't really mean "short". Just narrower, or a little more involved than a giant long hallway or giant floating platform ala Seaside Hill. I do also have a modified bounce move; hoping to change it to a bubble shield somehow, but it can serve as a stomp that doesn't completely cancel out your momentum for now.


      Also here's a test video for y'all to get an idea of what I'm talking about



  7. MHA's new ED translated is actually the most uplifting song I've heard all year, good gravy


    1. RedFox99



  8. Prime 4 is gonna be such a wildcard, honestly. On one hand it could end up barely comparing to the original games, on the other it could take everything the series did right and make a dream sequel out of it. It might be completely different than the rest of the series, or it could be a complete rehash like Samus Returns tried to cash in on. Until the actual game is revealed I have no idea to be hyped for it or not, lmao

    I just hope the amount of time it's taken them to reveal even the name of the game to the public is evidence of them taking their time on this, and not that they just started developing it. We've had confirmation of the 3D side of metroid being in development since 2014, so I really hope it's continuous development and not just passing ideas around studios. A solid Metroid would be good enough but if they could knock one out of the park with a pure masterpiece, that'd be amazing

    1. Patticus


      Prime 4 probably wasn't really properly in development when it was announced, much as Prime 3 wasn't when it was announced.

    2. MegasonicZX


      Pessimistic as it sounds I kind of expect it to be like a lot of sequels these days, an improvement on some of the things that the older games did without doing anything unique or truly groundbreaking to really making it stand out. It'll more than likely be a great game but it's not going to invoke the same feeling that people had playing those older games.

      Personally speaking, I consider the Doom reboot more of what I want in a metroid prime game than the prime games themselves so the sequel has got some big shoes to fill for me.

    3. Wraith


      Ideally Metroid Prime 4 would be the ultimate first person adventure because that's how I felt about the first game when I played it. The truth is a lot of games have been influenced by it in the past 10 years and Nintendo should be playing all of that stuff and doing research so they can deliver an immersive sim like nobody's ever seen. 

      The reality of it though is that we're probably getting a modern take on the first game's ideas which is...good enough? It's fine. I'll take it. I'm starving here. 

    4. Blue Wisps

      Blue Wisps

      it would help if we had gotten something besides a logo and the confirmation that sylux will appear

  9. The Deleter

    Sonic Live Action Movie "Use the Schwartz"

    If Sonic's driving a car, uh S-Sonic still runs fast, right? Nice to see a traditional Sonic logo on the movie equipment, though, considering how different everything else is surrounding it so far
  10. Y'know what

    Fighting games are alright

    1. DiamondX


      As long as you don't have a 19 frame delay.

      Also, DBFZ is really fun. I'd play with you when it launches but I don't know if I'll buy it again for the Switch.

  11. Fighting games are dUMB

    1. Show previous comments  4 more
    2. The Deleter

      The Deleter

      Lobby 3's full; maybe give lobby 4 a try?

    3. Ryannumber1gamer


      Got it.

      I’m waaaaaaaiting @The Deleter

    4. The Deleter

      The Deleter

      Snagged a pro controller. Lessee how this goes now :V


    5. Ryannumber1gamer


      Alright, you’re still focusing on charging ki when I’m doing it, you shouldn’t so that. That’s your solid chance to punish me and land a combo.

      Also, I’d recommend swapping out Vegeta and Trunks. Vegeta is somewhat underpowered while Trunks is incredibly combo based and more difficult to get to grips with as a beginner.

    6. The Deleter

      The Deleter

      I can't, I can't reliably close the gap. The dash is barely working for me and that rush move keeps doing that slow ass float now for whatever reason :T

    7. Ryannumber1gamer



      I know what’s wrong. You might have the simple control layout on that completely fucks with inputs. 

    8. Space☆Yeow


      cranky's advice :^)

    9. Ryannumber1gamer


      You’re doing better. Also keep in mind to try mix supers into your attacks. If you tap the X button multiple times, it starts a combo that auto ends in a level one super (You saw it with my ult Gohan Super last match). Keep in mind to swap characters (hold the left shoulder buttons for whichever one you want) because you can regenerate health when they’re out of play.

    10. The Deleter

      The Deleter

      I don't think I have the simple controls on. When a prompt came up I opted out of the easier control scheme for the default one, and I can't see anything in the options menu

      Also this blocking stuff is throwing me for a loop because you want to move towards the player to get any hits in the first place, but that just leaves you immediately open to any combos. The training mode really doesn't make that all that clear, at least in this demo...

      So far I'm just trying to get the stuff I learned to come out right, though, or remember it if I'm doing stuff wrong. Maybe I should practice a lot more than just a couple times over...

    11. Ryannumber1gamer


      For blocking, always duck down. It won’t block everything but it’s more realible. 

    12. The Deleter

      The Deleter

      At least I threw a rock at you well tho :V

    13. Ryannumber1gamer


      @The Deleter

      I do want you to keep in mind, please don’t get discouraged. I’ve been playing this game since it released on PS4, so I’m aware of the basics and controls and all that. For someone who’s just beginning the game, you’re still doing pretty good.

      Anyways, this is my last.

      @The Deleter 

      actually scratch that, two more.

    14. Crow the BOOLET

      Crow the BOOLET

      >"fighting games are DUM"

      >its really just a big math equation

      Just spam 236! GAAAHHH!

    15. The Deleter

      The Deleter

      Alrighty, ggs 

      What gets me is that every single time I think there's an opening, it's me rushing headlong into another combo, but when I try and learn and play defensively I'm left standing there like an idiot :V

      Thanks for the matches, though! Definitely felt like I was getting the hang of it there.

    16. DiamondX


      Ryan, Deleter, are you guys up for more matches?

      I can play.

    17. The Deleter

      The Deleter

      @DiamondX I could play a few matches, yeah. You have the Switch beta, though? That's the only platform I have the game on at the moment

    18. DiamondX


      Yes, I do. I can play in a few minutes if you are up for it.

    19. The Deleter

      The Deleter

      Alrighty. Which lobby/region?

    20. DiamondX


      You choose it. I can only play in around 10 minutes. Tell me which one and I'll come as soon as I can.

    21. The Deleter

      The Deleter

      @DiamondX Alright, I'm in US east coast lobby 5. Password is 9001

    22. DiamondX


      I'm comming. Sorry to keep you waiting.

      Expect some laggy matches though.

    23. The Deleter

      The Deleter

      Ryan and I had a low connection as well dw

      Nice one!

      Also what the heck how do you do three ultimates in a row, wow

    24. The Deleter

      The Deleter

      @DiamondX did you disconnect in the middle of that one?

      Also where'd ya go lol

    25. DiamondX


      Nope, I had to go do something really quick and thought Black was gonna finish it.

      Also, this is my last match. 


      You were pretty good, but if you want some tips:

      1. Don't ki charge. It's useless and it leaves you open.

      2. A simple way to begin a combo is the following:

      X-> Down-X -> Down-A -> Super Dash

      3. Gohan's ultimate can be extended if you keep pressing the button for 2 more ki bars.

    26. The Deleter

      The Deleter

      Alrighty, ggs! Those were some pretty intense matches, but I think I'm starting to hold my own now, yeah

      Yeah, I've been charging the Ki to test how fast you can block out of it, but I just tested it out in the practice mode and nah, that's not a viable window to risk using. I did see the Ki rising pretty fast during our battles without using it, though; I'll have to figure out what causes that I guess

      Can't test out what you mean with Gohan's ultimate,though; this practice mode is waaaay too limited for what it is tbh. I'll find out through trial and error as usual, I guess

      Thanks for the tips, though!

  12. Alright I could not care less about K Rool in his previous games, but that Smash trailer giving him a more bombastic vibe, a more animalistic voice ala Bowser, and having him charge on all fours at DK like he's out for blood sells me on him as a character and a villain for Donkey Kong way more than anything that came beforehand


    Give this mad croc another shot, Retro

    1. SupahBerry


      I also feel the same for Ridley's trailer for having me hooked on him.

    2. Spin Attaxx

      Spin Attaxx

      Yeah, beforehand K. Rool seemed more like a generic Bowser knockoff that was designated DK's archenemy, rather than him being a real foil to DK in the same way, say, Sonic and Eggman are. And I never really understood why people were so hell-bent on him being in Smash beyond "he's DK's Bowser".

      His Smash trailer, especially his more animalistic nature, did more for him in my eyes than any other appearance up to this point (I mean, there was the cartoon, but almost everyone was practically a completely different character there).

    3. GentlemanX


      I had the exact same thought. I've always liked K. Rool but he was very much a "Rare" character before. Ever since Donkey Kong Country Returns, Nintendo's been streamlining Donkey Kong's behavior and his world's tone to better match up with how they've envisioned the property. Watching K. Rool in this trailer opened my eyes as to why they've been straying away from the Kremlings and DK's extended cast - they just didn't fit the feel they've been wanting. But this is it, this K. Rool matches perfectly. He's no longer a pompous king that feels like a prototype for Gruntilda, he's a raw animal that just wants to beat the crap out of Donkey Kong because he feels like it. That's such a good fit for Donkey Kong.

  13. The Deleter

    Sonic Live Action Movie "Use the Schwartz"

    ??? Is the end game going to be a battle over the coveted 1-up monitor??? It's crazy how much the synopsis for this movie changes from interview to interview, though. First one made it seem like the movie would have a driving core behind the narrative with Sonic and Tom's mutual 'needed' friendship in a small town, then there was one which made it seem like it's a typical popcorn flick with Sonic being chased by the government, now apparently it's a road trip movie revolving around random game maguffins and Sonic and Eggman's typical(?) rivalry? On one hand I'm kinda glad it's not going to be exactly what I expected from the movie initially, as it's more up in the air how it'll turn out, but on the other hand why does everyone have a different idea of what the movie is about, exactly?
  14. My little brother is playing Sonic and the Black Knight for the first time, and even though the game is actual garbage with its controls and mechanics, the way he's fighting tooth and nail against the Knights of the round table till he comes out jumping up and down like a champ, getting really immersed in the role of swinging a sword throughout the game, absorbing the cutscenes and story like a sponge, and reacting to the Merlina reveal is just ajdkgskfgkshl

    Black Knight is the best bad game

    1. Blue Blood

      Blue Blood

      Shadow the Hedgehog is the best bad game. It's full of ironic laughter and dumb shit, while I find Black Knight is full ironic frustration and regular shit. Enjoying bad games, whether you see them for what they are or because you're young and naive, can't be understated. Bad games can be utterly brilliant.

      And on the subject of Black Knight itself, I really wanted to like the game. It's the kind of insane, left-field idea that really could have worked if someone knew what the heck they were doing.

    2. Ferno


      from the moment i saw the cgi footage of him spinning with the sword, I had hope for that game. then the hope went away

    3. Blacklightning


      I feel like BK would have been much better received if the controls were just buttons only. Hell, I'm convinced Sonic Team didn't even test it with motion controls, because it's pretty blatant that the whole game is just button presses with waggle poorly assigned to them, and out of the whole series it's the only entry that I can consider literally painful to play.

    4. Ferno


      but what about free riders

      i remember that people exhausted themselves with that game just to get that cutscene footage with the new voice actors at the time for us

    5. Blacklightning


      ...fair point, but I wasn't stupid enough to buy a Kinect to experience that for myself.

    6. Blue Blood

      Blue Blood

      Anyone who was stupid enough to buy a Kinect to play Free Riders deserved everything they got.

    7. Fletch


      Honestly didn't find Black Knight to control that badly. Had a solid time with it and still go back to it more than Secret Rings. Though, I wouldn't want another game like it, and never asked for it (or Secret Rings) to exist in the first place since despite enjoying each on varying levels, I recognize they aren't quite good games and put a bad mark on the franchise reputation for many.

    8. MegasonicZX


      I honestly never had a problem with black knights controls outside of things like the sword clashes (until I figured out I needed to stop swinging the wii-mote like a sword to get them to work), game plays fine otherwise.

  15. The Deleter

    Sonic Live Action Movie "Use the Schwartz"

    You do not need to have range to be an actual actor. Parks and Rec, probably his biggest role that I've seen personally, is all about him being a one-dimensional party animal who leads Tom along a lot of bad business choices, offering as close to a cartoon character delivery there could be for a live action show. His most important role is one where he's playing a caricature. And in the same breath, while Roger Craig Smith is known for Sonic and other "cool character" caricatures and deliveries as well, he also made his name by starring in stuff like Batman Origins, Assassins Creed, and Resident Evil at the same time, completely different series with much different roles to play and deliver. I'm not saying either actor is superior to another because, frankly, I haven't seen all their work and can't give an honest judgement until then, (Roger has more range from what I have seen, though, I can say that much) but I know they both have just as much acting capability as each other from the few roles where they're required to act more nuanced as a character so far. You don't just work on movies for a little while and magically gain superior acting capabilities to everyone in the industry; that's not how any of this works, and an incredible disservice to the effort VA actors put into their craft as actors tbh

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