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Sonic "Forever" Alpha Demo - Release


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Alright, for anyone having trouble playing this here is how you get rid of that joystick2.mfx error.

1. Download this latest version of DirectX9

2. See if it works now.

Reason it doesn't work:

Something to do with the .NET framework (or something similar) not being installed on the computers on which it doesn't work. Joystick2 object needs a specific version of a DirectX DLL to be installed on the user's machine.

Hope this solves anyone problems.

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

@DW: Yeah, I remember pointing it out to you :). Also, thanks for the info.

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why modern sonic no go golden super

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

Always love your stuff as usual, Blaze. I like modern sonic the most, and the level design is very welldone. I feels like you designed the stages with the abilities in mind very well.

You and Lake, i can definitely say when i play your shit, it brings me back to genesis days. Act 3 feels like something that should have been in Sonic 3.

BTW, One small bug i found. I picked up the lightning shield in act 3, followed by the fire shield. Everytime i'd use the fireball move, a spark would appear where i last had the lightning shield.

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...what are you talking about?

I still have the joystick2.mfx bug occurring for me.

I was mistaken when I posted this.

Thought the demo was a master-trolling, and that Blaze was screwing with us by not screwing with us-- ah you get it.

I fixed it in Madcap Grotto. Never got back into the engine though. I thought Blaze wasn't working from versions of Worlds with Knux made anyway though.

Because not playing stuff is a tragedy...

up down left right

up up down down up up up up

right down left right down left

DNL also discovered that you could access Act 3 by pressing

up up up down

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@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.

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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.

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

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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.

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.

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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.

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Alright, for anyone having trouble playing this here is how you get rid of that joystick2.mfx error.

1. Download this latest version of DirectX9

2. See if it works now.

It dead ends me when it tells me it's too dumb to know how to find the location of DirectX itself. I found the location, but when I installed it, nothing changed.

That and I have DirectX11, not 9.

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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.
I'm not sure why it's occurring, because I've been testing Zero fine, and it has joystick2.mfx if I recall.
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It might be a specific version he uses or the way he used it maybe? I'm not really sure. As he said, He's probably going to remove it. Blaze, I'm pretty sure, since April fools is over. If you could release a normal demo without joystick2 for the rest of the members to play properly?

Also, playing ACT3 now. I like the minor tweaks you've done they do make a difference. Even the small details such as the Spindash sound going higher in frequency each time.

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Just want to say that I had a muck around with the demo last night and think you've done a fantastic job with this. The stages have a great flow and a really chunky, cartoony look to them which is refreshing to see. The only advice I can give graphics-wise is probably not to use so much dark blue in the background; it kinda cheapens things. I also agree that Modern Sonic can be a bit odd to control mainly due to the unreliability of the homing attack lock.

Otherwise a really impressive effort and I'm hoping to see more! You've got a fantastic project on your hands here!

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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.

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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.

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