Also, if there's anyone reading this who hasn't read Guess Who's article, I'd strongly recommend it. He did a very fair job of summarizing things, and I agree with nearly everything he brought up. Almost. One of the admins posted in this thread earlier that the S2HD staff hadn't been in contact with the admins, and that our decision to have this not be a community project was just a bolt from the blue. Let me set the record straight on that -- the admins knew. We made an effort to talk with Tweaker before his removal, Scarred Sun, and Cinossu multiple times throughout the past year and a half, and even provided a pre-alpha build to them some time ago so they could see what we'd been working on. I wasn't aware that David the Lurker was even a part of SR's admin panel until he popped up here (until that point I didn't even know who he was), and his statement that he would be contacting us soon is incredibly puzzling considering he's never made any effort of the sort up to this point to make himself known to us. And he still hasn't contacted us. Outside of normal SR forumgoers, no one has.
Sonic 2 HD Alpha release
#406
Posted 30 March 2012 - 11:59 PM
Also, if there's anyone reading this who hasn't read Guess Who's article, I'd strongly recommend it. He did a very fair job of summarizing things, and I agree with nearly everything he brought up. Almost. One of the admins posted in this thread earlier that the S2HD staff hadn't been in contact with the admins, and that our decision to have this not be a community project was just a bolt from the blue. Let me set the record straight on that -- the admins knew. We made an effort to talk with Tweaker before his removal, Scarred Sun, and Cinossu multiple times throughout the past year and a half, and even provided a pre-alpha build to them some time ago so they could see what we'd been working on. I wasn't aware that David the Lurker was even a part of SR's admin panel until he popped up here (until that point I didn't even know who he was), and his statement that he would be contacting us soon is incredibly puzzling considering he's never made any effort of the sort up to this point to make himself known to us. And he still hasn't contacted us. Outside of normal SR forumgoers, no one has.
#407
Posted 31 March 2012 - 12:18 AM
Get rid of that piece of shit LOst. Keep doing an excellent job with your graphics and music and sounds, and get behind an engine put together by a programmer with morals and merit.
Don't give up...
#408
Posted 31 March 2012 - 12:21 AM
PM.
#409
Posted 31 March 2012 - 01:22 AM
#410
Posted 31 March 2012 - 01:26 AM
KingofHarts, on 31 March 2012 - 12:18 AM, said:
Get rid of that piece of shit LOst.
This kind of disrespect is really uncalled for.
Yes, maybe it wasn't the best idea to add DRM to this project, but Lost (and the rest of the S2HD team) has worked countless hours on this game -- for free. Where's the appreciation?
#411
Posted 31 March 2012 - 02:39 AM
EDIT: In retrospect, was github even around when this started?
#412
Posted 31 March 2012 - 08:05 AM
Stealth, on 30 March 2012 - 09:47 PM, said:
Mashers... I'll try it with Sonics.
I admit, the framerate did drop to 30fps. But I really mean it's as if the client didn't notice. No chugging, no slowdown, just a game running at 30fps perfectly solidly. I consciously noted to myself yesterday that things are actually more pleasant to play with 200 sprites on screen; that's how solid it is. More pleasant because instead of my framerate hiccuping between 60 and 40 fps, it just sits stable. If I didn't have the counter on I would have noticed it feeling smoother (though this is likely because it didn't need to present new terrain). And when I bopped all those Mashers, again not a flicker. Just explosions and scores.
Trying with Sonic just now, at about 150 it stopped letting me put more on screen. Still no slowdown at all.
I grabbed an invincibility and tried with Buzz Bombers. More than 200, again 30fps, again no chugging, flickering. Just perfect.
I just tried with rings. After 248 it stopped letting me place more. Still no slowdown. However while collecting them the score would disappear, so there's something a bit strange.
Bizarrely, after I collected them all it wouldn't let me place more than a handful at a time anymore, to the point where I could only place 1 on screen, collect it, place another one, and so on. The most rings I have placed in 1 go is 300, in 3 visible piles. With the 248, I made sure there was at least a small difference in position for every ring.
In all this I haven't ever seen the game slow down once, and never go under 30 fps.
#413
Posted 31 March 2012 - 09:05 AM
Rika Chou, on 31 March 2012 - 01:26 AM, said:
KingofHarts, on 31 March 2012 - 12:18 AM, said:
Get rid of that piece of shit LOst.
This kind of disrespect is really uncalled for.
Yes, maybe it wasn't the best idea to add DRM to this project, but Lost (and the rest of the S2HD team) has worked countless hours on this game -- for free. Where's the appreciation?
You're not wrong... Perhaps I took it too far,but don't mistake that as a lack of appreciation for the others. I've played the alpha... And all of them, LOst included, have done amazing work. But I will not regret or feel remorse for my comments... (matter of fact, I deleted out quite a bit. That comment you saw is. Itching compared to what I originally said.) As talented and gifted as LOst is, he is the definition of hypocrisy at its finest, and the project would just be better off without that cancer slowing them down. Remember, as talented as LOst is, he's not the only one... And if the other don't share the paranoia, overinflated ego, and hypocrisy that he exhibits... I for one believe it's worth the trade off. I stand by everything I said... And if I offended you or anyone else, then as long as you're name isn't LOst... Then you have my sincere apology. (especially to Canned Karma and the rest of the S2HD TEAM.
#414
Posted 31 March 2012 - 09:49 AM
Canned Karma, on 30 March 2012 - 11:59 PM, said:
Dammit, LOst.
Anyways, I'm glad to see things are going to be worked out. If we're lucky, the game might be done by this year if most of the artwork is ready.
#415
Posted 31 March 2012 - 09:57 AM
Canned Karma, on 30 March 2012 - 11:59 PM, said:
What the fu--
Damn. I was looking forward to seeing how that would have been drawn.
#416
Posted 31 March 2012 - 10:55 AM
#417
Posted 31 March 2012 - 12:38 PM

Look carefully at the frames of this flower, 2 of them need flipping in order methinks.
But yeah.
#418
Posted 31 March 2012 - 01:24 PM
Rika Chou, on 31 March 2012 - 01:26 AM, said:
No it's not.
LOst managed to take Sonic 2—a game that initially fit comfortably within the Mega Drive's 64KB of RAM—and make it hog upwards of 1GB. There is no excuse for this. Seriously, how does it make any amount of sense for a port of Sonic 2 running at 4x its original resolution to be this demanding?
LOst doesn't deserve anyone's respect. He's always been incompetent, and manages to obfuscate that fact by talking with an (artificial) air of secrecy, as if he's up to something legendarily marvelous, when in actuality he just has his head up his ass. The man is as arrogant as he is clueless.
#419
Posted 31 March 2012 - 02:46 PM
Robjoe, on 31 March 2012 - 01:24 PM, said:
Rika Chou, on 31 March 2012 - 01:26 AM, said:
No it's not.
LOst managed to take Sonic 2—a game that initially fit comfortably within the Mega Drive's 64KB of RAM—and make it hog upwards of 1GB. There is no excuse for this. Seriously, how does it make any amount of sense for a port of Sonic 2 running at 4x its original resolution to be this demanding?
LOst doesn't deserve anyone's respect. He's always been incompetent, and manages to obfuscate that fact by talking with an (artificial) air of secrecy, as if he's up to something legendarily marvelous, when in actuality he just has his head up his ass. The man is as arrogant as he is clueless.
This. I don't think I'd even need to forward any of the allegro.cc posts of complete incompetence to support this point.
The project is fantastic, but the engine is poorly coded, inaccurate, and eats up FAR too many resources. Years ago, (2004-ish, IIRC) Damizean made a fucking GAME MAKER 5 Sonic tech demo with better physics than S2HD.
#420
Posted 31 March 2012 - 04:03 PM
in the industry people are hired to make the most out of graphics cards and optimise the crap out of specific sections which they have knowledge on. LOst is one man. Regardless of whether it's right or wrong that one man did everything (bar sound?), it's stupid to expect amazing graphics programming AND amazing physics AND handle the game engine AND presumably do a bit of hacking to get data from the original game.
I mean people like to make comparisons to Rayman Origins but I count over 30 members of the programming team in that game. Are we really suggesting one man should have the technical skills of thirty industry professionals working day in, day out? Really? I'm surprised the Mobius Engine isn't already out the door then!
The real question I suppose is why only one person was touching the code. It doesn't make that person demon spawn for it because that's kind-of the project manager's responsibility. The DRM stuff is the only questionable bit in LOst's code. It's an "alpha" not a "demo". I bet the Crysis alpha only ran on supercomputers back in the day.
also if you were to profile this you'd probably find the majority of the RAM usage comes from rendering the scene - getting Sonic to move and react with the environments uses a negligible amount of CPU (though more than the original game because you're not working as closely with the hardware and you're doing actual calculations in places where Sonic 2 just does estimates). Graphics are very processor intensive regardless of dimension - this is why graphics cards were invented to ease some of the strain. RAM has gone from KB to GB in the space of twenty years - that's a significant exponential rise. 320x240 has evolved into 1920x1080 in the same time period - not quite as impressive (especially when you consider colour depths).
