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Sonic the Hedgehog Classic Progress and Screenshots

#901 User is offline Mr. Ksoft 

Posted 25 June 2012 - 02:49 PM

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View PostHez, on 25 June 2012 - 11:45 AM, said:

View PostAzu, on 25 June 2012 - 04:38 AM, said:

MMF2b 251 (might be b252) and above has built in HWA into it. So, there's no separate install for HWA anymore.

I just recently updated to 151, and it says nowhere if it has it or not.

If you can go to the application's properties and change the graphics mode to "Direct3D 9" (not the same thing as DirectX) then you have HWA.

#902 User is offline Hez 

Posted 29 June 2012 - 01:23 AM

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View PostMr. Ksoft, on 25 June 2012 - 02:49 PM, said:

View PostHez, on 25 June 2012 - 11:45 AM, said:

View PostAzu, on 25 June 2012 - 04:38 AM, said:

MMF2b 251 (might be b252) and above has built in HWA into it. So, there's no separate install for HWA anymore.

I just recently updated to 151, and it says nowhere if it has it or not.

If you can go to the application's properties and change the graphics mode to "Direct3D 9" (not the same thing as DirectX) then you have HWA.

Welp, I shelled out the money to buy it. So I can now release it in Direct3D 9 HWA if anyone wants it?

#903 User is offline Azu 

Posted 29 June 2012 - 02:10 AM

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Yea, you have to change the graphics properties. As of Build #250, they included HWA.

"The build 250 of MMF2/TGF2 HWA has been deprecated and is no longer available."

#904 User is offline dsrb 

Posted 29 June 2012 - 03:28 AM

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View PostHez, on 29 June 2012 - 01:23 AM, said:

Welp, I shelled out the money to buy it. So I can now release it in Direct3D 9 HWA if anyone wants it?
That'd be great! I think I lost my old download(s) of this anyway, before I ever got off my ass and played more than a few Acts. An edition that might be faster/more responsive would be great.

#905 User is offline Hinchy 

Posted 29 June 2012 - 05:12 AM

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Hez if you're going to be reuploading the game could you think to finally include the better updated version of Aqua Arena Zone I made for REV01 and you forgot to include?

Also I'd be more than happy to provide a reliable mirror for you once you upload it. I have my own dedicated server, so it won't get taken down, and it's reasonably fast.
This post has been edited by Hinchy: 29 June 2012 - 05:14 AM

#906 User is offline dsrb 

Posted 29 June 2012 - 08:38 AM

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View PostHinchy, on 29 June 2012 - 05:12 AM, said:

Also I'd be more than happy to provide a reliable mirror for you once you upload it. I have my own dedicated server, so it won't get taken down, and it's reasonably fast.
Finally. Please accept this complimentary virtual brofist.

#907 User is offline Hez 

Posted 29 June 2012 - 02:04 PM

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Ill try to upload a version tonight. Switching to HWA makes a few objects and things not work, so I'll have to work around that before I do.

#908 User is offline Kharen 

Posted 29 June 2012 - 10:31 PM

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I started playing through this again to do some of the challenges, and noticed a slight problem. I was doing the one where you have to collect 250 Rings before completing the level, and playing in Hazel Hills Zone, Act 1. Those little floating enemies throughout the level, for some odd reason will occasionally hurt Sonic when you jump up to attack them. I can't figure out why, and there's no visual cue that hitting this particular enemy will hurt. Is this something like a collision bug of some sort, or is it intentional and I'm just not noticing some sort of threat on them?

Just figured if you were going to update this, it would be something you could check real quick. I'm probably going to download the update anyways. It's nice that you're still taking the time to do things like this for a finished project.

#909 User is offline Hez 

Posted 07 July 2012 - 03:04 PM

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Got to putting HWA versions up, if that helps anyone?

HWA DIRECTX9 NO MUSIC
http://www.mediafire...9gj4qj8fga2nnqh

HWA DIRECTX9 FULL
http://www.mediafire...lzsmi5gwo64bsix

Also, here are some beta's I promised people for shits and giggles. I have shit tons more, but these were the most interesting to me. If you want more let me know.

http://www.mediafire...xg61gqt782r31ja
http://www.mediafire...bkw66dtvmg9mfqt
This post has been edited by Hez: 07 July 2012 - 03:26 PM

#910 User is offline Falk 

Posted 09 July 2012 - 05:27 AM

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It's just plain locking up on startup for me. Odd. D:

edit: I extracted it to a clean directory (as opposed to overwriting the old directory) and it works now. Don't ask me why that makes any difference, I don't know D:
This post has been edited by Falk: 09 July 2012 - 05:35 AM

#911 User is online Jimmy Hedgehog 

Posted 09 July 2012 - 04:37 PM

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Sorry if I've missed something, but what's the difference between this and the normal release?

#912 User is offline Falk 

Posted 09 July 2012 - 04:42 PM

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I grabbed it because Fraps locks on to it now (since it's DirectX) which means it's much easier to fraps gameplay as opposed to messing with fullscreen capture via DWM etc.

Wouldn't be able to tell if there was a performance increase since I had no problems maxing out 60fps with the old version. D: I'd assume that'd be the case in most situations though.

#913 User is offline Kharen 

Posted 09 July 2012 - 04:51 PM

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I tried playing the new update, and noticed a few things.

1: When playing Mirror Mode challenges, the right portion of the screen is screwed up and scrolls in the wrong direction. (Was in the previous version, but would be nice if fixed)
2: Special Stage #2 has the spring item get stuck in the floor occasionally when used.
3: If Sonic dies while a shield is active, he restarts with the shield. (I'm not complaining, but it's still a bug)
4: The "S" key, when used for jumping when a shield is active, instantly triggers the shield's power the moment Sonic leaves the ground. Some shields, such as the Bubble Shield, make it impossible to jump unless a different key is used. (Was in the previous version, but would be nice if fixed)

Were any platforms moved around or adjusted in any way between updates? There's a particular jump I used to be able to do in the previous update that I don't seem to be able to do in this one.

Also, when exactly does the game save your progress? If I play through a level, hit a Special Stage Ring, and fail getting the emerald, I noticed that the game saves that the ring was used and it doesn't reappear. It would be nice to be able to just hit reset or something and get a second chance. Would it work if I reset it while in the Special Stage or something?

#914 User is offline Hez 

Posted 09 July 2012 - 05:21 PM

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View PostKharen, on 09 July 2012 - 04:51 PM, said:

I tried playing the new update, and noticed a few things.

1: When playing Mirror Mode challenges, the right portion of the screen is screwed up and scrolls in the wrong direction. (Was in the previous version, but would be nice if fixed)
2: Special Stage #2 has the spring item get stuck in the floor occasionally when used.
3: If Sonic dies while a shield is active, he restarts with the shield. (I'm not complaining, but it's still a bug)
4: The "S" key, when used for jumping when a shield is active, instantly triggers the shield's power the moment Sonic leaves the ground. Some shields, such as the Bubble Shield, make it impossible to jump unless a different key is used. (Was in the previous version, but would be nice if fixed)

Were any platforms moved around or adjusted in any way between updates? There's a particular jump I used to be able to do in the previous update that I don't seem to be able to do in this one.

Also, when exactly does the game save your progress? If I play through a level, hit a Special Stage Ring, and fail getting the emerald, I noticed that the game saves that the ring was used and it doesn't reappear. It would be nice to be able to just hit reset or something and get a second chance. Would it work if I reset it while in the Special Stage or something?


1: I still forgot to fix this after converting it to widescreen, Ill fix it this week.
2: Ill see if I can replicate. Probably an easy fix
3: If you mean you get the shield back if you had the shield when hitting a star post, then it is intentional. Classic 2 will also carry over this feature. I feel the star post is like a freeze frame.
4: I can fix that, didn't really notice it since I always used the C key.

As for the platform moved around. I didn't touch them. Some of the way the platforms were coded had to be readjusted for some reason when using HWA, I'll look into to it, but there may be nothing I can do besides tweak the platforms positions a bit.

#915 User is offline Falk 

Posted 09 July 2012 - 06:22 PM

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Oh, while we're reporting issues, if you're hyperactive you can completely miss the monitor in the first special stage, plunging to your non-demise at the bottom of the screen (requires restart because you don't actually die)

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