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Rocket

@RocketJimmer

WARNING: Cringeposter, bad game modder, and newbie game dev. View posts at your own risk.

Your Mom Lmaooooo เข้าร่วม Ağustos 2016
52 กำลังติดตาม126 ผู้ติดตาม
ทวีตที่ปักหมุด
Rocket
Rocket@RocketJimmer·
Working on a new #DarkOlive level. Looking good so far!
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Fox
Fox@FlamingFoxProd·
Been meaning to make a response since I first saw the video, bout time I got to it This video generally makes a good point, but points it to the wrong group of people, making faulty and almost rude assumptions that make it an unfortunately frustrating watch. 🧵
ZachTheInsomniac - Sonic Daybreak@ZachInsomnia

New video out now Sonic Fans Hate Platforming Very fun little video based on observations and things i've noticed in the fandom Link in replies!

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Rocket
Rocket@RocketJimmer·
@ChaomasterZ That's why I said it's a "Mix" rather than all/mostly traditional platforming. Mario and the blocky parts of Sonic 1 focus on jumping/moving between flat platforms to get to the goal in a traditional way. The slope parts of Sonic 1 add unique physics interactions to the mix.
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Fried
Fried@ChaomasterZ·
@RocketJimmer It isn’t a big part but the zone though in comparison to the other stages I think it’s disingenuous to say they’re similar in design philosophy
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Rocket
Rocket@RocketJimmer·
@ChaomasterZ "The level design is good if you skip it." This is a big part of the zone for first time players, so what exactly motivates you to get better and find the alternate routes? It isn't the fun of that first run through such slow, traditional platforming design, I'll tell you that.
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Fried
Fried@ChaomasterZ·
@RocketJimmer Most of these aren’t mandatory I think comparing this to a “mario level” is abit disingenuous
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Rocket
Rocket@RocketJimmer·
@ChaomasterZ These sections are blocky and not at all what I come to a Sonic game for. The crazy part? This isn't even all of them. There are MORE than the 4 examples shown here.
Rocket tweet mediaRocket tweet mediaRocket tweet mediaRocket tweet media
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Fried
Fried@ChaomasterZ·
@RocketJimmer ??? Where Your description doesn’t match up
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Rocket
Rocket@RocketJimmer·
@shshrhrjsjdj Speed in games is relative to player size. To decrease perceived speed, you can either decrease the actual speed or increase the player height. Not FOV, but the camera distance camera distance is big to make up for how wide the levels are, which makes up for how fast Sonic is.
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shshfhshshddh
shshfhshshddh@shshrhrjsjdj·
@RocketJimmer what? wdym by height-to-speed ratio? and you seem to reference the fov in the second part?
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Rocket
Rocket@RocketJimmer·
@FreezyReef It is an older build, but the part of the physics I was talking about is still like that in the new footage. Also...no? You don't need extremely wide and long levels if you make sure you don't go overboard with player speed and steering stiffness.
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Freeze
Freeze@FreezyReef·
@RocketJimmer Old build from 2 years ago, and inherently giving Sonic better turning speed means you need to build levels wider
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The 4Chan Archives
The 4Chan Archives@blacknredtext·
Anonymous submission
The 4Chan Archives tweet media
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Rocket@RocketJimmer·
@ChaomasterZ Blocky and general lack of slopes, mostly. Slopes increase/decrease max speed and change jump trajectory in the Classic Sonic engine. Without these slopes, Classic Sonic plays really similar to a 2D Mario game. With these slopes, Classic Sonic plays unlike anything else.
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Rocket
Rocket@RocketJimmer·
@ChaomasterZ Green Hill - Sonic level design Marble - Mario level design Spring Yard - Mix Labyrinth - Mario level design Star Light - Sonic level design Scrap Brain - Mario level design Looks like most (more than half) to me.
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Fried
Fried@ChaomasterZ·
@RocketJimmer only half of the levels in S1 are remotely comparable to a Mario game "Most" doesn't mean half
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AliXen
AliXen@AlienXotic·
@RocketJimmer i gotta disagree. I think Marble Zone uses Sonic's momentum very well. You can skip most of the "long" sections with well timed jumps.
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Rocket
Rocket@RocketJimmer·
The problem with Marble Zone is precisely that it is largely standard platforming design. The point of Sonic games is platforming designed around momentum and/or speed. The Mario-style level design of Marble Zone doesn't provide that, so it fails.
ZachTheInsomniac - Sonic Daybreak@ZachInsomnia

I truthfully feel like most people who dislike something like Marble zone have never played more than 3 platformers in their life because the issues constantly listed with that level are either avoidable or standard platforming design

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Rocket
Rocket@RocketJimmer·
@ZachInsomnia When designing a platforming level, if you can put a character controller from a different game in it and the experience is largely the same, then the level needs work. Kinda like how the best antagonists complement their protagonists. The level design is the antagonist.
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Rocket
Rocket@RocketJimmer·
@ZachInsomnia It does utilize his physics, just not in a way that's uniquely Sonic. This makes the level less interesting, especially since the level that came before and some of the ones that come after show the unique stuff Sonic physics are capable of.
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Rocket
Rocket@RocketJimmer·
Just to be clear, I like Mario, just not where it doesn't belong. Sonic 3's Ice Cap Zone is a great example of how you achieve platforming and speed without sacrificing either. That's what I come to Sonic for, not traditional blocky terrain.
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Rocket
Rocket@RocketJimmer·
@BasedJoeMama_ There is a good amount of 3D platforming towards the end of the game (Chaos Island Act 1 and Radical Highway Act 2 are my faves). The boost is actually about the same speed as in Unleashed and Sonic Gens. The only difference is the camera was butchered beyond recognition.
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JoeMama
JoeMama@BasedJoeMama_·
@RocketJimmer Shadow Gens doesn't really use its slower boost to its advantage. Its stages are still designed like Unleashed/Generations levels when they should be focused on 3D platforming like The Final Horizon.
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