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#3D sonic
tailschannel · 11 months
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⚡ Here's the official render of Ariem, a new character to appear in the upcoming Sonic Dream Team mobile game.
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conceptmobius · 5 months
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Sonic Foundations
Personally, I'd use Frontiers, Unleashed, and Adventure 1 as a main foundation. But my main focus would be creating a solid, versatile, fresh, and stable gameplay engine that could be used for the next five or ten platformers going forward.
~Ryan
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thethirdbill · 9 months
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I’m live tonight (7pm CST/5 PST) playing Sonic Frontiers for the first time on my gaming channel!
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bigsbiggestsimp · 1 year
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Been working on rigging and editing Big the Cat Frontier’s model, I love this man so muchh
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pileofpawns · 5 months
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I do Not understand when people say “Sonic had a rocky transition to 3D” because like. The Adventure games *were* the transition, and they were GOOD. Yeah the animation was a bit behind the competition and they weren’t perfect by any means but how was that “rocky”. 3D Blast/Flickies Island can barely be regarded as 3D in my opinion and ‘06 was the third 3D title. The Sonic series had already “transitioned” by the time ‘06 was out. Is this anything. Am I speaking to a wall here.
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winemomwow · 2 years
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devileaterjaek · 2 years
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City Escape
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chase-omega · 9 months
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Even though I'm not a massive Starfox fan, I will say this. Every time there's a part in a video game where you gotta fly a ship or something, it controls significantly worse than Fox's Arwing from Starfox 64. Every single game that has a part like this should just be Starfox 64. The Gummi Ship from Kingdom Hearts. The Tornado sections from 3D Sonic games. The plane section in Crash Bandicoot the Wrath of Cortex. All of which are slow and control less than optimally. Hell even Wing Cap Mario from Super Mario 64 could stand to control a little better, So I'm always left wondering why Starfox 64 was never picked up as the industry standard for "flying things in video games" in the same way Mario was picked up as the industry standard for "how a character should run and jump in a video game". The Arwing's controls are literally the closest we can get to video game flying perfection, so why aren't more games just doing it?
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noneoutofnone · 1 year
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The spirit of the Chao Garden is alive in Starfield.
Even though I have so many criticisms of it, Starfield gets across the feeling I had playing Sonic Adventure 2 Battle and scouring a level for a dragon or a seal or a purple goo tube. So many games that try to recapture what you remember Sonic Adventure 2 feeling like will go all in on the 3D Sonic like Spark the Electric Jester - or all in on the Chao Garden like Wobble Dogs.
It’s so satisfying to go through main levels and bring back materials to work on your settlement or ship builds. I think the spaceship being a completely different gameplay system really helps this feeling as it helps break up regular action focused gameplay much like Sonic Adventure 2 kicking you out to the Garden to cool down after moving 100mph+. For me the survival crafting system feels more like the SA2’s design because you’re able to pick up the materials over the course of regular gameplay as opposed to feeling like you need to go mine rocks and cut down trees.
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binton7 · 1 year
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Sonic Team really said "heres the greatest 3D Sonic trilogy ever made" and then forgot how to make video games forever.
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pitagain · 1 year
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#365DaysOfVGM Day 191:
Rusty Ruins Zone [Act 1 & 2] (Sonic 3D Blast/Sonic 3D: Flickies’ Island [Saturn, 1999])
Out of all the Sonic franchise music in this list, both Acts of this zone earn my top favorite label! Act 1 fulfills the emotion and nature on top of some nice Synth, I just hafta hand it to that Piano Roll at the very beginning! What you get afterwards are a mix of Synth Strings and reverb-filled Pianos, with a subtle Bass and mysterious “voices” on occasion, all piecing together a peaceful yet mysterious environment that implores you to explore!
Act 2 is where it gets even better in some regards! A faster Drum rhythm, a Piano that trades some of its reverb for energetic melodies, indicating an increased level of intensity and emotion, while preserving the beauty of Act 1 to its fullest, plus a bit of Saxophone, cuz why not? That’s probably why I love certain PMD dungeon themes in their “2nd half” variants too; they know a lot on how to keep the intended atmosphere in the midst of the chaos that “spiced up” versions of earlier tracks usually introduce, with little to no exceptions, all while standing out in their own right.
As the final track to represent the Sonic franchise, of course I’d pick the most atmospheric one to end it on the best note according to my personal preference; if this game’s got your preferred style of Sonic music, you might wanna stick around, because detailed atmospheres like this is what my music taste ultimately centers around! And if not, my VG music masterlist I’m planning to present early next year, has lots of other Sonic music as favorites; 6 entries wasn’t even close to fitting them all, so you can look forward to that too! ¡Adiós!
(Length before loop [Act 1]: 2.5+ minutes, [Act 2]: 3+ minutes)
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tailschannel · 11 months
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⚡ Here are the official renders of the six playable characters in the upcoming Sonic mobile game, Sonic Dream Team.
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fruitymarcy · 2 years
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FIRST EVER 3D KNUCKLES MODEL
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thethirdbill · 9 months
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Streaming more Sonic Frontiers tonight (7pmCST/5PST) on my gaming channel!
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ben-talks-art · 1 year
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Question to 3D Sonic players out there, do you prefer Spindash or Boost, and why?
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What exactly makes one move more appealing than the other to you? How do they affect the gameplay? What kind of level design takes more advantage of each move and creates a gaming experience that feels more satisfying to your preferences?
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retrogamingblog2 · 11 months
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