Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

BlazeHedgehog

Members
  • Posts

    912
  • Joined

  • Last visited

  • Days Won

    12

Posts posted by BlazeHedgehog

  1. But still a mystery stays unsolved:

    I remember an old cutscene near the Unleashed's release or something where Sonic was looking at the moon and some dialog appears with him saying "No, not again" or something like that and then he starts to shake and then it ended.

    Most speculated it were Sonic turning into the Werehog since it was clear that you were inspired by Unleashed back in the day (Who wasn't?). But I also remember you saying it wasn't Werehog. So... What was it?

    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.

  2. I'm probably going to repeat once (i.e. 2 playthroughs before fadeout) just because that's what Sonic Colors does and the OST was supposed to use Sonic Colors as a reference to start with. Yeah it's a lame reason but at least it breaks the mental deadlock I'm having. :V

    Have a track, been a while since I directly linked one.

    http://soundcloud.com/falk-2/ode-to-shattered-illusions

    edit: Should add that the cinematic percussion library had a bank called "exploding cars". I totally had to use that the moment I read the name.

    I said wow.

  3. 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.

  4. I use 16-22, and it sounds fine. Sounds like you'd expect from a Genesis styled game anyway.

    And you do realize that the human ear can't perceive a huge difference between 22 and 44KHz, right? But anything above 44 is absolutely worthless because the only thing that will notice is a computer.

    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.

  5. 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.

  6. 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

  7. I find it funny that Nintendo could leave something like that in their game.

    "Hey guys why do we have windows software on a game-cube game?"

    I guess I don't quite understand how such a thing would get on the ISO in the first place.

    Maybe they had the program with the rest of the models and resources and just slapped all of it on the disk. Makes you wonder what other oddities might be in there.

    Somebody from Retro is saying I may have misheard that! So maybe I'm just full of hot air.

  8. 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:

    These three maps (Isle Delfino Plaza, Bianco Hills, Peach's Castle) were ported to the ORIGINAL BlitzSonic back in 2007 by Damizean, one of the original coders for BlitzSonic. The reason they were ported is because Damizean needed game environments to test Sonic's movement in. They are intentionally incomplete and are missing props like trees and other objects. They are not intended to be "a game". No other levels will ever be ported by Damizean. They weren't released because previously because the engine was still in development and I was never given permission to post it publicly.

    HOW WERE THESE LEVELS PORTED?

    ----------------------------------------------------

    Tools exist to read BMD and BDL model files, which is what Nintendo used to make characters and maps for Mario Kart Double Dash, Super Mario Sunshine, Mario Kart Wii, and Super Mario Galaxy. From there, you must convert them to work with the b3d format. If you would like to use any of this software, however, you are on your own as I do not know where to get it, how to port levels, or basically anything about making content for BlitzSonic.

    HOW DO I PLAY?

    ----------------------------------------------------

    Either download the version that comes with Sonic Freerunner v1.2 or look up map installation instructions for whatever flavor of BlitzSonic you use. There's plenty of different versions available, so find one you like. Any further than that, and I'm afraid that I cannot help you. As for controls... when using keyboard, WASD will steer Sonic, and the mouse is used to move the camera and jump. The only supported controller is the Xbox 360 controller. You can try other controllers, but they might not work.

    CAN I EDIT THESE LEVELS?

    ----------------------------------------------------

    Uh, sure, I guess? I didn't really make the maps, but given that they were simply ported from another game, knock yourselves out. Infact, something you'll probably notice is that despite these maps containing "complete" versions of Isle Delfino, they aren't REALLY complete. What I'd really like to see is somebody stitch together all of the Super Mario Sunshine maps to make one big complete fully detailed Isle Delfino. That would be rad.

    I NEED HELP WITH SOMETHING!

    ----------------------------------------------------

    Can't do anything about that. I didn't port the maps, I didn't make the engine. I am the last person you want to ask a question to. Figure it out on your own.

    WHAT WAS THAT SONG?

    ----------------------------------------------------

    Disclaimer Screen:

    Super Mario Galaxy 2 - "Epilogue"

    Main Video:

    Super Mario Galaxy 2 - "Sky Station Galaxy 1"

    Final Word:

    Super Mario Galaxy 2 - "Title"

    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.

  9. 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.

  10. i actually really enjoyed the dark blue usage in act 3. It kind of gave the stage a kind of, 'deep forest by the water' feeling. It felt unique to me.

    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.

  11. Oh no, no no no no...

    the "easter egg" i was talking about actually was referring to Super Sonic. He feels overall slower than regular sonic, so i figured you havent really worked on him and that he's just Sonic Worlds basic. Modern Sonic is absolutely fine, although i dont really know about "balancing" him out, at least to the same level as the classic sonics. Modern Sonic is OP as hell no matter how you look at it imo. He's made for ripping through stages, decimating barricades of enemies and never losing momentum. I think a better way to balance it out would be to buff the classic sonic abilities rather than try and nerf Modern sonic. Even if a player was to not use Stomp, Boost or Homing Attack...he's still Sonic the Hedgehog.

    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.

    and pity about TFH. I enjoyed every demo and the loadout idea is still awesome here.

    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.

    What I can't get my head around is why didn't you just put all those years of work to use in this new project and build from TFH's engine? I mean, you're obviously perfectly capable of making an entire engine on your own. You've proved this multiple times over.

    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.

  12. @Blaze: Didn't you start this project with the very first build of SonicWorlds, SonicWorlds0.1 ?

    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.

    why modern sonic no go golden super

    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.

    and lol @ the Classic Sonic Generations "easter egg" where he's actually slower than regular sonic (although i doubt it was intentional)

    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.

  13. Your Modern Sonic needs some adjustment on the acceleration. It isn't that slippery on Generations... well, at least I think

    EDIT: Making boost less limited, homing attack while uncurled in mid-air and magnetic boost would also be fun

    EDIT2: Me and Lake just happened to figure it all out.

    The key is always in the past; it change forms through time.
    From the first steps you took,
    Until where your ending was split in two.
    
    But it is also truth
    That up, above, in the sky,
    There may be a way to, again,
    Come back to Earth.

    Sorry, couldn't just spoil to you guys the thing, it's so funny to discover. Try to interpretate it.

    God I hope I'm not acting like Balough

    EDIT3: Figured the rest of it properly with DNL's help and updated the poem.

    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.

×
×
  • Create New...