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AMT

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Posts posted by AMT

  1. I think my big gripe with this track is that the drums never got any bigger. The sounds you have now are perfect for an intro / buildup / etc, but after that first tremelo synth / guitar thing, I expected a huge Pendulum style drum beat to come in. Look for some rough drum samples, through a snare through a guitar amp or something and give it some huge beats. It's already pretty solid, but without a change there it doesn't have any sort of dynamics to it.

  2. Well, to begin with, being condescending and insulting to the people you're trying to debate with just makes you look bad. While SA wasn't a fantastic game, it was also the series' big jump to 3D, which, as with other franchises, was usually pretty shakey. For a first shot it wasn't bad at all. It didn't age well, but I definitely remember being impressed the first time I booted up my Dreamcast. The game was a good enough attempt that 12 year old me assumed SA2 would fix what was wrong with it and improve the idea all around. Instead, we got Sonic talking to the president. Yeah. Sonic is a game that just works better in 2D, and that's what we've wanted for a long time.

    EDIT: Mostly just because I'm bored at work.

  3. This is exactly the thing - Sonic 4 has the capacity to take everything that was wrong with S3&K and actually make it good.[/i

    See, this is the point you're missing. S3&K is exactly the kind of game Sonic fans have been asking for for years; A true platformer at heart with varied environments and fantastic music that rewards precise movement with speed. The "Hold Right to Win" syndrome didn't start until the Sonic Advance games. We want a real platformer, not "Let's watch Sonic go fast!", and part of platforming is jumping on platforms.

  4. There are a dozen good ways to make a platformer based primarily on high speed - making it so you spend half of the time not going fast is not one of them.

    But that's the whole point; the speed is a reward. Watch someone play Super Metroid for the first time, then watch the speed run beating it in about 30 minutes. The point is that the game rewards you for mastering control and learning the environments. An area that took 3 minutes of careful jumping the first time you got there might be passed in a few seconds with a carefully timed jump. The old Sonic games were fantastic at this. The problem the Advance games had is that they just made you go fast from the get-go. Then people ran into enemies and complained that it was unfair and not fun. Speed should come as a result of mastering the game, it's not what the player starts with.

    EDIT: Holy crap I missed 2 pages of replies

  5. Right, I've written / recorded / mixed the whole album. I don't want to do the mastering myself because I've heard everything on here over and over and I'm afraid it will skew my perspective on it. I'm definitely interested; it's a 10 track album at about 30 minutes. I'll PM you with information when it's ready, I've got final WAVs on about about 8 of the tracks, still polishing some stuff up on the last two.

  6. So I was watching this video again, and I noticed some things. Right at about 1:03, when Sonic is coming back down from the loop, it looks like his legs are spinning in a blur, almost Sonic CD style. Also, I really don't think the jump is as floaty as everyone makes it out to be. In pretty much every platformer ever, the longer you hold the jump button, the more air time you get. It looks to me like the player is just holding the jump button for way longer than they need to. It's already clear they really don't know what they're doing based on the rest of the gameplay, so that wouldn't be out of the question. I'd say it's only a hair floatier than Sonic 2, really. Also, check out this screen:

    http://www.tomsguide.com/us/slideshow/sonic4zonesleak,0101-239122-0----jpg-.html

    It looks like the thumbnail for splash hill shows a sunset, which looks to me like each act will have a pretty good amount of variety. I think this is going to be great.

  7. Oh, christ no. Artists should have no business going anywhere near a physics engine. It seems (again) that you haven't read properly, because the artists should do their own thing on their own side of the development office until the time is right to present their work to the programmers for implementation. Until then, they should be far, far away from the programmers, perfecting character design, story, and environmentals. The look of a game can be created without an engine, just like the engine of a game can be tested without visuals.

    Someone's sarcasm detector is broken.

  8. (Sorry if this is in the wrong place mods, feel free to move it!)

    So I'm recording an original album, and I'm getting close to the point where it needs to be mastered. I know a lot of people here do their own mastering for OCRs, but I'm curious as to what my options are. Do any of you offer mastering services, and if so, what are your usual rates? Any suggestions / things to consider? I've never done this before and I want it to come out right, so any advice is greatly appreciated. It's about a 30 minute album of punk / metal. Thanks!

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