You should do something crazy like coding a custom-built VOPM/TFMMaker/whatever engine and embedding tracked music files. :P
Sonic Classic 2 **Snapshots and new information**
#422
Posted 27 March 2012 - 06:12 PM
At that point you might as well just hook into fmod and use its integrated modtracker compatibility.
Oh wait, nevermind
Honestly though with 8bit you could get away with a good 64kbps ogg encode.
Oh wait, nevermind
Honestly though with 8bit you could get away with a good 64kbps ogg encode.
#423
Posted 27 March 2012 - 06:19 PM
Maybe, but maybe something more like 96/128 kbps just to be safe. What bitrate are you guys using at the moment? Either it's quite high or you have a lot of tracks.
I don't think 200 MB is terrible (if we only have to download one revision
j/k), but it might be possible to slim it down a bit.
I don't think 200 MB is terrible (if we only have to download one revision
This post has been edited by dsrb: 27 March 2012 - 06:20 PM
#424
Posted 27 March 2012 - 06:22 PM
http://dl.dropbox.co...titude-loop.ogg is 96kbps. Trust me, 8bit really doesn't have all that much information to encode; 64 is more than sufficient.
#425
Posted 27 March 2012 - 06:28 PM
dsrb, on 27 March 2012 - 06:19 PM, said:
Maybe, but maybe something more like 96/128 kbps just to be safe. What bitrate are you guys using at the moment? Either it's quite high or you have a lot of tracks.
I don't think 200 MB is terrible (if we only have to download one revision
j/k), but it might be possible to slim it down a bit.
I don't think 200 MB is terrible (if we only have to download one revision
Well, the way Classic 2 works, is that it separates the levels into files (sort of like Sonic CD), so even if you did have to download a revision, it would only be like a 10 mb at most patch. So yeah, the initial download will be around 250 megs. Which honestly doesn't bother me one bit, but I know for some reason, even with today's internet speeds and data capacity, it still gets people ass hurt.
#426
Posted 27 March 2012 - 07:27 PM
Any chance of a retroactive Sonic Classic patch for some 8-dir luvins?
#429
Posted 27 March 2012 - 08:29 PM
Also, I have another choice. Here are three options for my casino cave level.

As of right now, I'm using a combo of 1 and 2. The 3rd is using Casino Nights palette. Any opinions?

VERY early rendition of the level, just to show you what everything looks like atm.

As of right now, I'm using a combo of 1 and 2. The 3rd is using Casino Nights palette. Any opinions?

VERY early rendition of the level, just to show you what everything looks like atm.
#430
Posted 28 March 2012 - 07:36 PM
As said on SFGHQ, I like 2 best. 1 hs too much pink, and the Final CNZ pallet doesn't really fit for the zones graphics.
#432
Posted 28 March 2012 - 11:05 PM
I think I'm going to add some rock parts to it too, to make it more of a cave casino.
#433
Posted 30 March 2012 - 08:36 AM
Indeed. 2 is the best so far to me too. 3 feels like a "rehash" since Its way too CNZ. Also, blue and pink its a really nice colour combination.
#434
Posted 03 May 2012 - 12:25 AM
Video of me playing it in FO REAL TIME YO. Showing I fixed the pause glitch with controllers, and also that there isn't any lag as long as Im not recording. Yeah, the video is short...but you try holding a video camera and recording at the same time. Its not easy.
Class is over friday, so I should be able to actually work hard on this fucker during the summer. Expect a decent demo at the end of summer. Any requests before I finalize things?
This post has been edited by Hez: 03 May 2012 - 02:39 PM
#435
Posted 03 May 2012 - 04:23 PM
I can hold a video camera and record something at the same time pretty easily. Are you, perhaps, missing a finger Hez?
