The Ideal 3D Sonic Game

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Opa-Opa
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Post by Opa-Opa »

FlashTHD wrote: grinding on a rail
Sucks already.

FlashTHD wrote:In just flat 2D with sprites, some parallax scrolling, and maybe visual gimmicks like sprite stretching (Yoshi's Island), there's a limit to how ambitious you can get before it becomes a lot of work. It's supposed to be cheaper to be able to assemble a 3D model of something and program animations into it rather than try to craft painstakingly detailed sprites, isn't it? I'm not doubting the ability to make something amazing with one less dimension to work with, but I would definitely like to see more experiments with Sonic in 2D-in-3D.
Actually, nowadays there is a LOT to explore on 2D. Just look at how Flash animations are evolving. I'd love to see painstakingly detailed Sonic sprites. And frankly, if the guy from The Behemoth and Newgrounds did it (very successfully may I add) on Alien Hominid, I think SEGA is more than capable of. We have DVD games. Sonic could have amazing animations, soundtrack, multiple levels and paths and everything else we got on Sonic CD, but pumped UP!

So, yeah, I'm definetly talking about a Sonic DVD here. What Sonic CD did taking full capacity of the CD's 600+mb and high quality soundtrack, should be done taking full capacity of DVD's 4.7gb and multilaiyerwhatever stuff.

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EmeraldGuardian
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Post by EmeraldGuardian »

Honestly, I liked when the characters jumped in SA1. It felt more Sonic-y when Sonic and Tails and Knuckles became perfect spheres. They could even do that "Kaiten." Since SA2, they've made them all just spin in blobby curls. That's one of the elements I feel took out the feel of Sonic. Not that I expect Big or Eggman to have that ability...

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Opa-Opa
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Post by Opa-Opa »

YES! EXACTELY! Why the hell did they do this? Every single Sonic game that comes out after SA1 I wonder I the hell did they make sonic not turn into a perfect ball? In SA he hardly became a ball at all, just did a little flip in the air!

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FlashTHD
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Post by FlashTHD »

Meanwhile, the people of the earth with other things to think about went about their lives.

Ahem.

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Delphine
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Post by Delphine »

FlashTHD wrote:Meanwhile, the people of the earth with other things to think about went about their lives.
Dude, you're <i>here</i>.

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Opa-Opa
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Post by Opa-Opa »

Very true.

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FlashTHD
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Post by FlashTHD »

Delphine wrote:
FlashTHD wrote:Meanwhile, the people of the earth with other things to think about went about their lives.
Dude, you're <i>here</i>.
So what you're telling me is that this is some kind of asylum? Eek.

Heh, I should've known with the "pad the walls" bit up there.

Anon
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Post by Anon »

Wait, they pad the walls? I thought they didn't in hopes that we would all kill ourselves.

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Arcade
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Post by Arcade »

Opa-Opa wrote:
FlashTHD wrote: grinding on a rail
Sucks already.

FlashTHD wrote:In just flat 2D with sprites, some parallax scrolling, and maybe visual gimmicks like sprite stretching (Yoshi's Island), there's a limit to how ambitious you can get before it becomes a lot of work. It's supposed to be cheaper to be able to assemble a 3D model of something and program animations into it rather than try to craft painstakingly detailed sprites, isn't it? I'm not doubting the ability to make something amazing with one less dimension to work with, but I would definitely like to see more experiments with Sonic in 2D-in-3D.
Actually, nowadays there is a LOT to explore on 2D. Just look at how Flash animations are evolving. I'd love to see painstakingly detailed Sonic sprites. And frankly, if the guy from The Behemoth and Newgrounds did it (very successfully may I add) on Alien Hominid, I think SEGA is more than capable of. We have DVD games. Sonic could have amazing animations, soundtrack, multiple levels and paths and everything else we got on Sonic CD, but pumped UP!

So, yeah, I'm definetly talking about a Sonic DVD here. What Sonic CD did taking full capacity of the CD's 600+mb and high quality soundtrack, should be done taking full capacity of DVD's 4.7gb and multilaiyerwhatever stuff.
Pucca funny love!!!

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