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BlazeHedgehog

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Everything posted by BlazeHedgehog

  1. Oh wow, Hello! I've heard of you before, ages ago, when I posted at MFGG. Really like how trippy the lighting is in this.
  2. I'm on Windows XP 32bit, Sonic GDK's always run for me. I mean, I'm the guy who made . That video was recorded and edited on 32bit Windows XP.
  3. That was actually an excerpt of something that happened at the end of the last demo - the updated release of Sonic Unleashed's Savannah Citadel that I quickly threw together for SAGE. It was just a really dumb joke, in the end. Something I specifically slotted in to the trailer to try and make people curious so they'd play it.
  4. Well, somebody pointed me to a way to fix my problem, so this may be back on yet... depending on when I get my main PC back up and running.
  5. This project is hereby canceled. Rather than type it all out here, just read my tumblr post. The bit pertaining to this game is near the bottom.
  6. Wow, that soundtrack is awesome. Makes me nostalgic for the sorts of music you got in the transitional period between 16bit and 32bit consoles, where you were getting music that was stylistically appropriate with SNES and Genesis games, but made with super high quality instrumentation. The sprites are great, too.
  7. I am pretty sure that is absolutely, 100% bullshit because I can very obviously tell the difference between 22khz and 44khz, and I'm one of those guys who thinks audiophiles with 320kbps MP3s are crazy people. Also "16-22 sounds like you'd expect from a Genesis styled game" is also total garbage. Let's do an experiment. http://blaze.letsvideogame.com/TEMP/SoundTest.mp3 Tell me you can't hear the difference; this is a track from the official Sonic 2 OST. Not recorded from a VGM, not a GYM. This is directly from Sega. You might be thinking of the SNES, which had a sampling rate limit of 32khz. But since a lot of the "signature sound" of the Sega Genesis is done through its FM Synth, the higher the bandwidth, the better.
  8. Making all the music files 11khz is going to make them sound like hot garbage. 22khz is probably going to be pretty terrible, too.
  9. I mentioned this on my Tumblr sort of recently but I really think the next Sonic game needs to be focused on expanding Sonic's mobility and traversal. More than momentum and loops, that was the real fun of the original Genesis Sonics. He felt agile. So I think Sonic Team needs to be looking at games like Prototype and Hulk Ultimate Destruction and Infamous and how easy it is to just scale this huge surface in seconds and get around an environment in a cool, fast way. I'm speaking blasphemy here but they could reboot it and just pretend Tails and Knuckles never even existed. Make Sonic so mobile that their abilities don't matter anymore because Sonic can go almost anywhere he wants, unrestricted. The real challenge is building objectives around that idea.
  10. angelXwind over at Retro has kindly made an updated package of all this stuff with updated readmes that point to the current Sonic Freerunner site, etc. Probably should use those from now on, and I'll update the first post
  11. All I could think of when I saw the "Sonikku!" screenshot was You probably shouldn't be using Japanese honorifics in English.
  12. Somebody from Retro is saying I may have misheard that! So maybe I'm just full of hot air.
  13. With talk of Sonic Generations getting Mario Galaxy levels over at Retro I decided it was probably time I stop hoarding these for myself like an asshole and post them up for download. The original video description follows: This is my first time using Dropbox so hopefully I did this right. Somewhere in the back of my mind I keep saying, "I should have gotten Damizean's permission" but considering they're just ports it's probably not a huge deal? I give him all the credit, too. If I sound cold in the video description, my apologies; I just don't want to play tech support to a bunch of people asking dumb questions. That's less of a problem here, since we have a lot of the original creators for this stuff still active.
  14. Somebody on Retro suggested I do these, so I will post them here for you, too. Right click and save as, or they might come up as text files (yes, they're just text files, and no, they aren't very secure... yet. But they will be more secure.) ACT 1 Classic Sonic - S: 50500 | T: 0'30"23 | R: 80 Tails - S: 17090 | T: 0'35"05 | R: 59 Knuckles - S: 28530 | T: 0'38"50 | R: 73 Modern Sonic - S: 40080 | T: 0'28"72 | R: 78 ACT 2 Classic Sonic - S: 14790 | T: 0'32"10 | R: 29 Tails - S: 14430 | T: 0'37"51 | R: 28 Knuckles - S: 44140 | T: 0'27"40 | R: 24 Modern Sonic - S: 15010 | T: 0'32"09 | R: 31 ACT 3 Classic Sonic - S: 18930 | T: 0'42;93 | R: 33 Tails - S: 18500 | T: 0'41"11 | R: 30 Knuckles - S: 18950 | T: 0'39"51 | R: 35 Modern Sonic - S: 19890 | T: 0'34"41 | R: 44 If you race any of these, keep in mind that the race system is as such that fastest time does not always count. There is a sub-system going on behind the scenes so that even if you're a second or two slower than the guy you're racing, but you finish with considerably more rings or score, you will win the match by "Technicality". I was super rusty in a lot of these so they aren't like, the fastest times ever. Especially when we're talking Tails and Knuckles.
  15. That's exactly what I was going for. When I get around to porting Acts 1 and 2 to Act 3's engine I'll also be going back through Act 2 to fix up some of the level design and make the transition from Act 1's "Green Hill Zone" style environment to Act 3's "Angel Island Zone" more organic feeling. But as usual, I have a lot on my plate.
  16. I might just tear out the Joystick2 object at some point anyway. I... think it's used for analog support? And analog support is kind of buggy.
  17. Super Sonic is true to the classic games. It's been a while, but I am pretty sure he's made according to the specifications of the Sonic Retro Physics Guide. Classic Super Sonic wasn't really that much faster than regular Sonic. As for Modern Sonic, the way he's set up, as I recall: Like Sonic Advance, acceleration is effected by ring count. Around 50 rings, Modern Sonic should accelerate at the same rate Classic Sonic does. Sonic Unleashed ring energy rules are in effect: The longer you stay boosting, the less energy it uses over time (if you take the top path in Act 3, you can maintain a constant boost for more than half the stage). Modern Sonic's sensitivity to slope momentum is nerfed (especially while running - I leave some rolling momentum so it doesn't break stages). When boosting, Modern Sonic is faster than Classic Sonic can run. Otherwise, he's slightly slower. On the flip side, if Classic Sonic rolls in to a ball and gets enough slope momentum going, he is faster than Modern Sonic's boost. If Modern Sonic jumps, his overall top speed is gradually reduced to only 5 (half what it normally is). Taking damage makes you lose 3/4ths of your boost meter. I could never get TFH's systems to mesh in the way I wanted them to, to the standards I was looking for. That being said, I have something up my sleeve. Same reason I chose a specific version of the Sonic Worlds engine - there's a lot I would have to strip out or disable, and having to deal with all that cruft would be a headache. It's more fun for me to build up than tear down. All of the major features I wanted out of this engine were done more than a year ago, I just keep getting sidetracked by things like making video reviews, doing The Graveyard Shift on Halloween, the Sonic 2006 Endurance Race, building a game for Indie Pirate Kart, etc. Then, when I come back to a project like this, I always introduce a little bit of feature creep - hence why Act 3's engine has better effects, slightly different physics, etc. Two steps forward, one step back and all that. I just can't help it.
  18. That was TFH, which ended up getting kind of bloated and weird. It's hard to convey the specific version of Sonic Worlds this is using, but it was before the one with all the "original" gimmicks (the rocket thing, etc.) and the Mecha Sonic boss. I had to finish Tails, Super Sonic, a few of the power-ups, and write Knuckles from scratch. Sonic Worlds Delta wasn't an option at that point, so it was either deal with the version of the engine with all of the weird half-finished gimmicks and the achievement system and spend a bunch of time stripping out everything I didn't need... or take the last "Stable" version of the engine and finish up what wasn't done yet. Again, all started before Sonic Generations, or, heck, before Sonic Colors, I think. "Modern Super Sonic in Levels" was not a thing, and I figured it would be a nice limitation. Especially considering Modern Sonic is basically as fast and as as invincible as Super Sonic normally is. There's also the issue of sprites. I'm using that community Sonic sprite, but I don't think they ever made Super frames for him. Even if they did exist, I probably wouldn't use them. Wait. Who? Modern Sonic being slower than Classic Sonic? Keep in mind that Sonic Advance rules are in effect - acceleration is effected by how many rings you hold, up to 100. Also as I mentioned, I tried to keep Modern Sonic "Balanced". You'll note there's a system to race time trial ghosts and there's a leaderboard. I kind of don't want Modern Sonic to automatically dominate that kind of stuff once he's unlocked, but it's kind of unavoidable to a certain extent. I've gone back and forth many times trying to figure out if it'll be worth it to cripple Modern Sonic so Classic Sonic is still viable. Everything you see here is me going "This is too powerful, I'll reduce its effectiveness. But now it's not fun, so I need to turn it back up again." Infact, for how "herp derp adding Modern Sonic will just be a quick and fun easter egg for people to unlock to show the differences between the two play styles honk honk" the idea started out as I have probably spent more time fine tuning how he controls than anything else in this game.
  19. Yeah, I wrote Knuckles all by myself. Those tiles are specifically set to no-collide. The layers are set correctly in Act 3, but I haven't gotten around to it for Acts 1 and 2.
  20. It is worth mentioning that this started about two years ago, before Sonic Generations was even announced. I was basing it more off of Sonic Unleashed. It's also kind of a cheap attempt at balance, among a handful of other reasons. It should also go without saying, but Act 3 is the most recent version of controls and effects and such. Some of the options in the debug menu only work for Act 3 right now.
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