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Messages - Alondite

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31
Hiya Folks / Re: TSC-A Glossary
« on: August 07, 2012, 07:40:12 pm »
*Alondite casts Ultimate Thread Necromancy III!*

Oh hey this thread exists, I almost forgot about it. I think it might be in need of an update... I mean...genus wrote it.

32
General Sonic / Re: Your best speedrun!
« on: August 01, 2012, 12:46:11 am »
1:07 any% on the original NA Metroid Prime.

33
Wikkity! / Re: Let's Play Pokemon!
« on: June 29, 2012, 07:05:11 am »
My connection is terrible and I've had a lag-free experience thus far. Also you can import teams from Pokemon Online if you'd like.

34
Wikkity! / Re: Let's Play Pokemon!
« on: June 28, 2012, 02:40:06 am »
This might be the next fad. I don't mind this. Though i do prefer Pokemon Online, it isn't browser based :U

Pokemon Online is a bit more polished, but this does have some neat features that PO doesn't have. And yeah, being browser-based is a plus.

35
Wikkity! / Let's Play Pokemon!
« on: June 26, 2012, 10:15:48 pm »
Ok, so competitive Pokemon is awesome. Fact. And now, there's a simple way to play online. Viola!:

http://play.pokemonshowdown.com/lobby

The user interface is nice and clean, battles are animated and keep track of things such as stat modifications, weather, and entry hazards. Awesome stuff. The TSC community is always more active and frankly, fun, when we are all engaged in something. Of course, it's virtually impossible to get even a small portion of the community all doing something, but given the competitive nature of the site I think that a sort of "Pokemon Competition" would be fun. Thoughts?

36
Hiya Folks / Re: Hey, I'm new here.
« on: June 26, 2012, 04:16:20 pm »
Well you heard wrong! Also rule #1: You don't talk about Sonic. >_>

Welcome to TSC! The forums don't see a whole lot of activity, but the chat is busy on and off. Stop in sometime.

37
Chaos Emeralds / Re: Green Chaos Emerald Challenge
« on: June 13, 2012, 04:29:05 pm »
Meh...I would do this but... I've already done it once and don't feel like doing it again just to record it. Can't it be enough to just look at my charts? >_>

38
Wikkity! / Re: Post your desktop! (2nd Edition)
« on: June 01, 2012, 05:50:03 am »
I've had this one for awhile. Probably going to update soon.




39
General Sonic / Re: Best. Fangame. Ever.
« on: November 29, 2011, 06:29:13 pm »
Ehhh...Megamix has some pretty terrible level design. The pacing in "Green Hill" is all over the place, and "Marble Garden" is a convoluted mess. Those two levels pretty much sum up the design flaws: inconsistent pacing and random nonsensical design.

Marble Garden? You realise it's a Sonic 1 hack right?

Oh right. "Marble Zone." Whatever.

40
General Sonic / Re: Best. Fangame. Ever.
« on: November 28, 2011, 06:46:55 pm »
(sorry for posting this late but) Sonic Mega-Mix is the best unofficial sonic game EVER MADE- 100x better than this one. There was a time when I preferred Mega-Mix to ANY real sonic game; it is that good!
It is basically an awesome retro 2D Sonic game, but with elements from all Sonic games. It is AWESOME!!
You can get the game on the Sonic Retro website, and play it on a Sega-CD emulator (I would use Gens).
If you have not already played it, I strongly recommend it!!

Ehhh...Megamix has some pretty terrible level design. The pacing in "Green Hill" is all over the place, and "Marble Garden" is a convoluted mess. Those two levels pretty much sum up the design flaws: inconsistent pacing and random nonsensical design.

41
General Sonic / Re: 2D or 3D
« on: November 28, 2011, 06:05:24 pm »
Well, 2D sonic games (Genesis era that is) a basically a clinic on level design and platforming gameplay, while 3D games are usually a buggy mess with spotty design at best. 2D by far. They are timeless classics that never seem to age.

42
Wikkity! / Re: What's your favourite TV show?
« on: November 28, 2011, 06:03:43 pm »
Supernatural, easily.

I'm also a fan of That 70s Show, The Simpsons, Family Guy, Dexter, Death Note, South Park, Scrubs, Blue Mountain State...probably some more than elude me at the moment. Outside of Supernatural though, I don't watch much TV.

43
Wikkity! / Re: Favourite non-sonic game?
« on: November 28, 2011, 05:40:27 pm »
For a long time, Zelda: Ocarina of Time had been my favorite game ever, but I think Skyward Sword has surpassed it.

44
Wikkity! / Re: Who uses emulators?!
« on: November 10, 2011, 04:09:46 pm »
Topic won by Bertin

45
Wikkity! / Re: Who uses emulators?!
« on: November 09, 2011, 09:50:45 pm »
Not only do I use emulators, but pirated Virtual Console games too >_>

*EDIT* Oh and pirated Wii games via USB HDD. Oops.

46
Wikkity! / Re: Steve Jobs has died
« on: October 05, 2011, 09:28:48 pm »
If I didn't loathe Apple with every fiber of my being I might be bothered. But...

47
Gaming and Grazing / Let's Play!...something...
« on: August 17, 2011, 12:55:36 am »
Alright so in an attempt to get the community doing something other than playing stupid Sonic games on occasion I propose we play something else. Yay! "Play what?" you might ask. Well...I have no idea. I'm open to suggestions. Preferably something that can be easily obtained/played, because I don't want to actually have to buy something. I'm also going to suggest the obligatory Dragon Warrior Monsters! Or DWM2 >_>

Thoughts?

48
Someone needs to come up to New York, as I'm rarely able to go anywhere :\

49
Beef / All My Stats.
« on: September 18, 2009, 01:51:04 am »
*Edit - Removed Asshole

50
Gaming and Grazing / Re: Scribblenauts
« on: September 13, 2009, 06:33:54 pm »
Lol Edison. What about Cthulu?

51
News and Updates / Re: New HD *2D* Sonic Game in 2010
« on: September 13, 2009, 05:36:35 pm »
I think it depends on how you look at it. Sure, you could argue Sunshine had more depth, but had some terrible character and stage designs and omitted some key aspects of a Mario game. Fludd was fun at times, but I would rather just have regular power-ups. The enemies and bosses were uninspired (the final boss in particular was a huge letdown) and so were the stages. Mario 64 stands out in particular because it got 3D right on the first try...something Sonic STILL hasn't done after several games. Also, I think it should be noted:

Galaxy>Sunshine

52
Leaderboard Disputes / Re: ATTN: HyperSonic7701
« on: September 13, 2009, 12:09:01 am »
if you don't submit false stats you have nothing to worry about. I'm a legit player and I've never been called out.

I'm calling you out! >:O!






>_>

53
News and Updates / Re: New HD *2D* Sonic Game in 2010
« on: September 12, 2009, 11:18:06 pm »
I would argue that SM64 was more open than any Sonic has ever been...and better than any 3D Sonic in just about every way.

54
Gaming and Grazing / Re: Scribblenauts
« on: September 12, 2009, 11:12:11 pm »
You should post the link, I'm interested to see what the words are. Also I have tired of it already...because for whatever reason mine won't let me play missions, so I get stuck at the title screen :(

Also, God + Dirt Bike + Shotgun = Win

55
Wikkity! / Re: Official Utterly Long and Boring Chatroom Log Segments
« on: September 11, 2009, 09:24:45 pm »
Am I the only one who is slightly annoyed when people post logs about themselves. Honestly the funniest thing about that one was "Doug is a lass?"

56
News and Updates / Re: New HD *2D* Sonic Game in 2010
« on: September 11, 2009, 07:13:19 pm »
Sure, but then I'll go with technical observations. The 3D games are low-poly, have framerate issues and no real lighting effects to speak of. Animations often get hitched up as well.

57
News and Updates / Re: New HD *2D* Sonic Game in 2010
« on: September 11, 2009, 04:48:25 pm »


In the past couple weeks I've fallen through a floor in both Fallout 3 and Team Fortress 2, and glitched outside of a wall in Portal. This is not an issue that only plagues sonic, and my point is that in over 300 hours, experiencing 2 out of bounds glitches (one while intentionally trying to push the game to its limits) is hardly reason for huge concern. Within my first COUPLE HOURS of playing s3&k, I fell through the rising sand in sandopolis 2, and had to wait for a time over. I'm not kidding. You're holding 3d sonic accountable for a problem that isn't singularly in 3d sonic, which is a poor excuse for logic.

Hm...Well I have AT LEAST 2 or more major collision issues PER SITTING in Both SADX and SA2. SADX I ALWAYS fall through the floor before the whale section. In fact, I can't think of a time I haven't. As for S3K, I've never had a collision issue beyond a hitch while running uphill. I'm aware that it's not a problem exclusive to Sonic, but why do we overlook it in Sonic and not other games like it's ok?



Quote
two things here: one, sonic adventure dx is far more open than the rest of the 3d sonic titles, and it's the one I quoted. On levels like speed highway and red mountain, you always have several different ways to go, and the levels are very open. Those are also the levels I experience the most camera screw on.

And I think it's pretty clear my point about "speed causing camera problems" to be correct. Whether or not that is during the fast sections is not the point; the point here is that because the camera is explicitly designed for speedier gameplay, slowing down becomes an issue. IE, the speed causes the camera problems.

It's more open, but still fairly linear.  Ok, so the speed is indirectly causing the camera issues. It's not because you're going fast, it's because the camera doesn't work when you don't. That's still bad.



Quote
But boosting isn't instant win! You have to charge up the meter! Fire shield has no meter, and you can theoretically never stop fire shielding. it, in fact, is more broken than the boost!

Because the boost gauge fills so quickly and easily. It's almost impossible to not be able to boost through an entire level. And when boosting, you move so fast that the levels become "hold right and win." Though  admit, they do occasionally throw in a pit that requires jumping over (or onto a platform) randomly during long speed stretches without warning, so I guess it's not COMPLETELY "hold right and win."


Quote
How does boosting make enemies redundant? You still have to have gotten a boost meter and make sure you boost right, which still makes them an obstacle. And with some enemies it's not as simple as boosting into them (unlike the older games where every variation of a spin attack kills every enemy over and over and you can just spin and roll through them. Yay fun.)

Because the enemies act as nothing but fodder to fill your boost. They aren't a threat. They could just as easily be replaced by a ring box and do the exact same thing, and as I said before, it's almost impossible to not have boost. Also yes, a spin attack will kill just about any enemy, but it's hitting them and not losing your rings that presents the challenge.

Quote
And yeah, I'll concede that I misread what you said. Sorry. Though your description of reaching alternate routes is hardly perfect.

Yeah the wording was clumsy.
Quote


Being in three dimensions allows for more precise control and more vast environments (even if they are linear). That's ultimately the underlying factor for me in liking the two 3d sonic games that I like (which are sonic adventure and sonic adventure 2). I don't feel the need to defend heroes, shadow, unleashed, and 06, because I didn't like them. But adventure and adventure 2 had such a great blend of precise control (sonic goes where you tell him to) and speed that it reeled me in.

More precise control? I would say that pixel-perfect 2D is pre precise than invisible collision boxes in 3D. As for vast environments, they can be, but Sonic's aren't. They are generally sparse, boring, frequently floating levels against a static (and often 2D) background. The 2D games by coparison feature lush, complex, artistically appealing level designs. As for speed and precise control, play F-Zero GX if you want an idea of how it plays when done properly.

58
News and Updates / Re: New HD *2D* Sonic Game in 2010
« on: September 11, 2009, 03:54:33 pm »


I have fallen through the floor in sa2 in a grand total of two places. One was in City Escape, in the truck section, where I was lightdashing the rings and shot through the floor. The other was in metal harbor, where I was trying to cut the somersault to pulley section as short as possible, and glitched some how. I've racked up at least 300 hours on that game.

Ok, even falling through a floor ONCE is inexcusable. You know how many times I've fallen through the floor in every 3D game other than Sonic? A grand total of ZERO.  It's like we hold Sonic at a lower standard and just accept MAJOR flaws like collision that is so bad that you actually fall through the level

Do you know why adventure's camera was worse than other games with a 3d camera? That speed thing we were talking about. Go ahead and use that as an argument against speed, if you want, but don't blame it on poor development when it is entirely the result of an UNRELENTING ABILITY to go -wherever you want-. That freedom to platform wherever you want in sadx (The same thing you herald in 2d sonic) is the heart of the issue.

It's not "wherever you want." The levels are linear.  Galaxy may not have the speed of Sonic, but the platforming is far complex and the camera is far superior.  Also understand that the speed in Sonic is NOT the cause for the bad camera, because the camera is always centered behind him in faster sections (aside from "scripted" portions). It's when you slow down and have to move more carefully that the camera screws you over.


When have sonic games played fast... How about in sonic cd, where you had spindash and peelout? That failing, how about the introduction of the spindash in sonic 2? Don't tell me chemical plant had a fluid level design, it was -all- about rolling down hills, going through pipes, and then a couple platforming sections over water at the end. The level as a whole was like advance 2... just boosting along, speed. How about sonic 3, which introduced the "get up to speed instantly" fire shield? Sounds like... a boost to me. I have no doubts that the fire shield was the predecessor to the rush and unleashed boost.

But Sonic never moved as fast as he does in Rush or Unleashed.  When going that fast you can't expect the player to react fast enough to add more complex level designs, so they end up being roller coasters.  Spindash fixed the problem of getting stuck at the bottom of a ramp for one, and it was a way to get to high speed quickly, but again, it still was nowhere near the speed of the modern games. As for CPZ....you picked one level from one game. It's called VARIATION. I'm not saying that there isn't a place for levels like those, but not EVERY LEVEL. Oh and the Fire Shield didn't keep you locked at top speed while performing it, Boosting does. How useful is the Fire Shield dash for picking up speed when running downhill? Now if you know what's at the bottom of the hill and want to just skip it, then sure, just dash and skip the hill. Or how about when going up? When boosting all you have to do is hold one button and you maintain top speed, with the Fire Shield you have to do it repeatedly, because it only GETS you to top speed, it doesn't keep you there. On top of that it's just more active than holding a button, and is just a more interesting mechanic.

What! Even excepting the obvious parallels to be drawn here with the fire shield, any gameplay element that makes others redundant is bad design? You could make the argument that JUMPING makes enemies redundant. how about the SPINDASH? the ROLL? And -what--! There were parts in 2d sonic games where you went to a higher route to get a speedup ramp? I'm not aware of these? I remember going to higher routes to get things like 1ups and rings and easier routes, things that the boost mechanic does not destroy.

How does jumping make enemies redundant? You still have to JUMP over them, which still makes them an obstacle. And with some enemies it's not as simple as just jumping over them (unlke the newer games which recycle the exact same enemies over and over and you can just hold boost and run through them. Yay fun.) As for that last bit...I think you misread me or something. I said that you had to get up to speed to hit the ramp that would launch you up to to the location of a 1up or other such goody, now all you have to do is push a few buttons in succession or just boost up effortlessly.

Some of your points are valid, but I really hate the general critique of all 3d sonic games, especially those I consider to have hit the spot (sonic adventure 2)

All 3D Sonics suffer from most of the same issues, so I can lump them together. Maybe if Sonic Team would pull their heads out of their asses and make a 3D game that isn't plagued by mechanical and design flaws I will stop being so critical.



I'm interested to know what the redeeming qualities of 3D Sonics are, what advantages they have over the 2D games and why the new mechanics and design direction are better.

59
Wikkity! / Re: itt MIKE'S WHIRLWIND TOUR OF AMERICA AND ENGLAND 2010
« on: September 09, 2009, 04:55:33 pm »
That sounds like a fantastic idea!......except I'm in really good shape so I metabolize alcohol very quickly and efficiently, so it doesn't take much to get me drunk anymore :\

60
News and Updates / Re: New HD *2D* Sonic Game in 2010
« on: September 09, 2009, 04:38:07 pm »
Lol Thorn. So basically it will be Sonic Unleashed 2? Also, speaking about SU...you said it was considered a success by fans...but WHICH fans? The newcomers who jumped in with Adventure/2 or the ones who have been playing since the original Genesis game? It seems to me that the older fans do not consider SU a success by any stretch of the word.  To me, Sonic CD was the last good Sonic game. Advance 1 was serviceable, but it lacked the intangible "charm" I suppose of the Genesis titles.

The 3D are noticeably more buggy, to an extent that they really seem like unfinished games. I can't tell you how many times I've fallen through the floor, or had the camera flip around when I'm trying to jump to a platform or something, or have get caught on something or lose sight of Sonic altogether. I mean 3D camera has been done damn near perfectly before Adventure was even released, so there's no excuse. And then the poor collision. I've had Sonic get caught up on the FLOOR in EVERY major 3D Sonic game. Why? And he gets caught up on walls too. Again, why? And then there's the general level design. This is like game design 101: DO NOT DESIGN LEVELS THAT RELY ON SPOTTY GAME MECHANICS. The light dash doesn't always work right, and the homing attack often just shoots you straight ahead to your death, which brings up another point: Floating levels. Why do so many of the levels float in midair? Falling to your death should NOT be the hazard causing most of your deaths, especially when the controls are iffy and the camera even worse. What happened to death from enemies and spikes and other random level gimmicks? I could fucking write a Masters thesis on why 3D Sonics are so awful, but I cba soooo I'm going to move on.

PPA brings up a good point regarding the speed. I'm aware that Sonic's whole idea has been about speed...but since when have the games ever played fast? Sure, Sonic 1 was fast.....compared to Mario. It was more about fluid level design than pure speed. Sure, there were moments when it cranked along, but mostly it was about precise platforming and fluid level design than anything. And the levels were broken up really well. The "speed" and platforming sections were mixed well throughout. Some levels did away with speed altogether in favor of more hazard-based design. Modern Sonic games might as well just be on rails. They play like an interactive roller coaster, and it's just not fun.


 Boosting IMO has ruined Sonic. Any gameplay element that make any elements of the game redundant or pointless is very, very bad game design. Boosting does just that. Enemies are merely fodder to fill your boost gauge. You just run right through them. On top of that they are boring and uninspired. It also ruin other aspects, like alternate routes. Remember getting that high route that had something special by going faster off a ramp? Boosting ruined that, because it instantly shoots you up to max speed, so what is the point of even having the low roads if you can easily hit the high road without fail every time? Worse than that though, is that boosting has made the game about speed, and as a result, the tight platforming from Genesis games is all but gone, and what's a platformer without strong platforming? I'll tell you:Shit.

</rant>

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