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Sonic project xxx

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PAWG inserts butt plug into her tight ass for first time - watch my pussy drip. Remove ads Ads by TrafficFactory. Related searches dasani hentai futa overwatch pokemon hentai midna sonic project x gallery project x love potion one piece pixel amy rose hentai sao link hairy mature furry hentai riding creampie animation mario is missing project x animal crossing culo grande sonic project x zeta project x love potion disaster diabolik lovers anime gallery sonic project x tails sonic x sonic project x cream aspirateur peach hentai non censure sonic More Projekt X Part2 p 23 min Lewa - k Views -.

Rouge and silver p 95 sec Hentaiplayer - The animations are practically flawless and put most of actual real Sonic game developers to shame excluding fan devs.

Granted this does sound a bit like choosingbegging and I apologize for it. Last edited: Oct 8, This is amazing. This is what sonic team should be striving to create.

Ik that this is just a framework with no actual levels, i'm talking about the way that sonic controls, the animations, the way that he interacts with the environment.

You took everything from the past 3D sonic games and created this beautiful and original take on the formula.

I've been following this project from the beginning and I can tell that you actually have a passion for the sonic series. The way that tails and knuckles are implemented are amazing.

It's the first time I can think of that they have been implemented in a good way. Just like the classic games, they are like sonic, but with their own gimmicks.

That's exactly the way they should be. I can't express how good this is. The animations are super bouncy and fluid, the models are amazing, the traversal is great, the control is great, the speed and momentum are great.

Everything is great. I can't wait until an actual level is made using your engine. This is just amazing. Thank you for this. You Legend.

I haven't played it yet, but I've watched the demo videos several times since the project restarted. I think I've been following since the "Somethin ive been working on" video.

And now it's finally here. Sega pretends Sonic is about freedom but restricts him to an on-rail style of play.

You capture the original design philosophy much better. Though I'm not in any position to make such statements, I think you know better than anyone in Sonic Team how Sonic should work in 3D.

I'm glad that you're getting so far. This is what we've been waiting for - as a community. Once we show them how it's done they'll have no choice but to follow suit.

It's ironic - I was planning all week to write an article about this project and suddenly this pops up on my feed. Well, if you don't mind - I've got some writing to do.

Last edited: Oct 5, For being the first demo of the project, I am so surprised! I spent nearly two hours playing with each characters because they are so fun to use!

I love how Sonic moveset is mixed with the Adventures games and The same with Knuckles but being able to climb walls and spin dash?! Those "simple" things are the ones I appreciate!

And Tails with the bombs from Tails Adventure is quite unique. The controls feel nice either keyboard or a controller, and it is not hard to understand them.

There is a lot of polish and love put in this fangame, and I hope to see the very first level. Awesome job Hero and crew! Seemingly unable to leave a proper review, but for the moment I do have a good few thoughts on the project; mostly some small things I want to point out, maybe help improve.

I appreciate the ground stomp carrying a small percentage of forward momentum, but perhaps the end act of stomping onto the ground should restrict input, at least for a few frames to keep it balanced and also prevent accidentally slipping off a platform, since as it is you can still move slightly during the recovery.

Perhaps the drop dash should be given a little more of a wind-up? Because as it is, you can repeatedly perform a short hop with 'Action 2' Bounce, in-air and initiating a drop dash as soon as it's activated, able to gain a lot more speed than I'd anticipated with something that seems more like a 'running start' than a way of maintaining high speed on flat terrain.

Or, in a way, this could be treated as a speedrunner's trick? Still, perhaps just enough so the shortest possible hop with a press of the Jump button would be the minimum to get a successful drop dash.

Personally, I don't think attack actions Sonic's sweep kick, Tails' tail swipe, etc. Perhaps they can restrict the player to a percentage of their speed or even better, on a per-character basis, like say Sonic's attack loses more momentum than Tails'?

That is something that '06, as far as I can recall, is lacking, and could be useful for maintaining control if the idea is focusing on attacking enemies since otherwise if you're keeping the speed going, just use the spin dash.

Honestly, these aren't so much problems moreso than it is ideas at balancing the engine. Take the suggestions as you will; because everything else about what you put out there is frankly amazing.

I appreciate Badniks being more aggressive than passive as they've tended to be in recent games; the feeling of smooth, flowful control is something new yet satisfying to grasp and I like the emphasis on maintaining speed.

Extreme Gears, though I don't personally see why they'd be included, do show promise and work very well, and are quite balanced as an alternative play mode.

The additional characters feel polished and fairly balanced between each other, having distinct pros and cons to their styles that can still work in any one environment though, as an Adventure fan, it would be neat to at least have some sort of radar functionality or vibration near the ME prop when using Knux, maybe as an option like the Extreme Gears.

That's it for today! Thanks for listening! I'm absolutely loving it so far.

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Remove ads Ads by TrafficFactory. Related searches dasani hentai futa overwatch pokemon hentai midna sonic project x gallery project x love potion one piece pixel amy rose hentai sao link hairy mature furry hentai riding creampie animation mario is missing project x animal crossing culo grande sonic project x zeta project x love potion disaster diabolik lovers anime gallery sonic project x tails sonic x sonic project x cream aspirateur peach hentai non censure sonic More Projekt X Part2 p 23 min Lewa - k Views -.

Rouge and silver p 95 sec Hentaiplayer - Sonic Porn 3 min Shagstar - Lewd daughter-in-law p 4 min Katunari - The sonaze beginning porn comic sonic p 3 min Xfazeyy - I think I've been following since the "Somethin ive been working on" video.

And now it's finally here. Sega pretends Sonic is about freedom but restricts him to an on-rail style of play. You capture the original design philosophy much better.

Though I'm not in any position to make such statements, I think you know better than anyone in Sonic Team how Sonic should work in 3D. I'm glad that you're getting so far.

This is what we've been waiting for - as a community. Once we show them how it's done they'll have no choice but to follow suit. It's ironic - I was planning all week to write an article about this project and suddenly this pops up on my feed.

Well, if you don't mind - I've got some writing to do. Last edited: Oct 5, For being the first demo of the project, I am so surprised!

I spent nearly two hours playing with each characters because they are so fun to use! I love how Sonic moveset is mixed with the Adventures games and The same with Knuckles but being able to climb walls and spin dash?!

Those "simple" things are the ones I appreciate! And Tails with the bombs from Tails Adventure is quite unique. The controls feel nice either keyboard or a controller, and it is not hard to understand them.

There is a lot of polish and love put in this fangame, and I hope to see the very first level. Awesome job Hero and crew! Seemingly unable to leave a proper review, but for the moment I do have a good few thoughts on the project; mostly some small things I want to point out, maybe help improve.

I appreciate the ground stomp carrying a small percentage of forward momentum, but perhaps the end act of stomping onto the ground should restrict input, at least for a few frames to keep it balanced and also prevent accidentally slipping off a platform, since as it is you can still move slightly during the recovery.

Perhaps the drop dash should be given a little more of a wind-up? Because as it is, you can repeatedly perform a short hop with 'Action 2' Bounce, in-air and initiating a drop dash as soon as it's activated, able to gain a lot more speed than I'd anticipated with something that seems more like a 'running start' than a way of maintaining high speed on flat terrain.

Or, in a way, this could be treated as a speedrunner's trick? Still, perhaps just enough so the shortest possible hop with a press of the Jump button would be the minimum to get a successful drop dash.

Personally, I don't think attack actions Sonic's sweep kick, Tails' tail swipe, etc. Perhaps they can restrict the player to a percentage of their speed or even better, on a per-character basis, like say Sonic's attack loses more momentum than Tails'?

That is something that '06, as far as I can recall, is lacking, and could be useful for maintaining control if the idea is focusing on attacking enemies since otherwise if you're keeping the speed going, just use the spin dash.

Honestly, these aren't so much problems moreso than it is ideas at balancing the engine. Take the suggestions as you will; because everything else about what you put out there is frankly amazing.

I appreciate Badniks being more aggressive than passive as they've tended to be in recent games; the feeling of smooth, flowful control is something new yet satisfying to grasp and I like the emphasis on maintaining speed.

Extreme Gears, though I don't personally see why they'd be included, do show promise and work very well, and are quite balanced as an alternative play mode.

The additional characters feel polished and fairly balanced between each other, having distinct pros and cons to their styles that can still work in any one environment though, as an Adventure fan, it would be neat to at least have some sort of radar functionality or vibration near the ME prop when using Knux, maybe as an option like the Extreme Gears.

That's it for today! Thanks for listening! I'm absolutely loving it so far. The controls are very responsive and the character handling is very good.

It feels like a combination of the best ideas from the different Sonic games. I'm just wondering if we are able to remap the debug buttons?

In the controls menu, there doesn't seem to be a way of doing it. I'm asking because I currently have certain functions of my computer mapped to the buttons volume control, etc.

Kaji Fitzpatrick said:. I cant seem to fix my playstation 4 controller DS4 how did you do it??? I had been writing this article since September 20, but finished it on the 11th of October - the demo releasing on the last day of SAGE was the last thing I expected.

After being able to play the demo myself, I was glad to share the good word about the game and what it might mean to Sonic in the future.

I've never done this before. How do I actually download and play it? Is there super sonic in this? I can't seem to fix the button layout on my PS4 controller so if anyone could help I would really appreciate it.

Also while I was trying out the gameon my keyboard I accidentally pressed the F1 button and the most amazing thing happen. I'm surprised there wasn't any mention of it.

Will there be a level importer soon? These physics with old levels sounds awesome! It doesn't open it says UnityPlayer. How do I download it, when i download it its just a bunch of code and stuff.

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