Sonic 2 HD Alpha release
Posted 28 March 2012 - 02:36 AM
Posted 28 March 2012 - 03:00 AM
Posted 28 March 2012 - 03:52 AM
What are you guys doing that requires a NVIDIA GeForce GTX 460 1GB / ATI Radeon HD 5850 1GB to be a "recommended" hardware requirement for a game that should just require a fixed function rendering pipeline (or something close to it, even if it's being emulated by shaders).
Posted 28 March 2012 - 04:33 AM
High quality graphics, D3D9, scaled → steady 50fps.
(Yeah, speedfan doesn't know where the fan sensors are… but the fans themselves work fine).
Posted 28 March 2012 - 05:09 AM
Intel Core 2 Duo E8400 3.0GHz OC'd to 3.6GHz
nVidia GTX560 1GB @ 1920x1080
Win 7 Ultimate x64
Tried both 32 and 64 bit executables.
Posted 28 March 2012 - 05:11 AM
- I can't even tell what shape the base of the diagonal springs is supposed to be.
- The shaded effect on Sonic when he's in cave areas is just ridiculous. It's either all on or all off, which looks silly when you're standing on the edge of a cave area, and there's no real reason it should exist in the first place since the grass and everything else don't seem to be affected by the reduced lighting in any way.
- The falling-after-using-a-spring sprite is nice, but it could seriously stand to be animated. Right now it looks really stiff.
- The boss still looks like it's from a flash game. Smooth gradients everywhere.
I never really expected this game to get this far, and such minor details aside, it really does look and sound incredible. Good job and thank you.
Posted 28 March 2012 - 05:19 AM
The art is beautiful.
The music is great as expected from Tee.
The program? I'm not running that ever again. I'm just not trusting at all this code:
- Game only stopped halting on loading about the 5th time I ran the game. (And only runs some times past the title screen)
- Memory usage seems very unstable. Sometimes it can be up to 600 MB of RAM, and other times it runs fine off the bat it's at 70 MB.
- A 32 and 64 bit version for a 2D game? What's the code behind this that makes the 32 bit version unstable as hell as well?
- Referring to the point above, this game is hogging 100% CPU constantly(and it seems to be using both cores as well)
I understand this is an alpha, but I've never had so many weird issues like with this one, and this post just doesn't inspire any confidence.
A fan game with DRM? Even if it's just to put off the hackers that might try to distribute it without the license text, I'm just not gonna use it then.
EDIT: To come across less like an ass, I should clarify that all the work on the first 3 areas I mention was totally worth the wait, and you deserve absolute praise for that. The coding doesn't seem very reliable though.
Posted 28 March 2012 - 05:26 AM
Posted 28 March 2012 - 05:34 AM
Otherwise I quite enjoyed this. Good job, now don't take another couple of years to make another zone.
Posted 28 March 2012 - 05:49 AM
edit: To clarify the exact problem: In situations like this. horizontal movement has the background scroll by at the same rate as the foreground right at the bottom of the screen. This leads the eye to believe (temporarily, at that height) that the background elements should be at a height corresponding to the foreground's bottom of screen, but obviously this isn't the case and when falling back down it's a little jarring if you're paying attention to it.