Sonic and Sega Retro Message Board: Sonic Fan Remix - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
Loading News Feed...
 

Sonic Fan Remix added wip version of Chemical Plant

#1126 User is online Jay T. 

Posted 01 February 2011 - 09:32 PM

  • French Toast & Syrup!
  • Posts: 1136
  • Joined: 26-September 09
  • Gender:Male
  • Location:Southern Virginia
QUOTE (ShadowsofYesterday @ Feb 1 2011, 09:11 PM)
QUOTE (Jay T. @ Feb 1 2011, 09:11 PM)
QUOTE (ShadowsofYesterday @ Feb 1 2011, 09:04 PM)
QUOTE (pelikan13 @ Dec 15 2010, 01:51 PM)
Here are a couple of WIP screenshots from the next zone, if all goes well it should be ready by early February.

Well, it's early February now. Has all gone well?


It's just the 1st day of the month. Give it time.

thatsthejoke.jpg


And...how was I supposed to know?
Eh, whatever. Moving on.

#1127 User is offline Damizean 

Posted 02 February 2011 - 06:10 AM

  • As classic as rock
  • Posts: 118
  • Joined: 01-February 06
  • Gender:Male
  • Location:Valencia, España
  • Project:Various projects
  • Wiki edits:1
Hello Retro,

Progress on the engine has been non-existant during the past month due to exams period, so we probably wont meet the February deadline for showing off the next zone. However, now that I have some free time, I'm going to work hard on make progress on the engine, so...

Stay tuned for progress on the following weeks smile.png

#1128 User is offline Deef 

Posted 03 February 2011 - 05:49 PM

  • Posts: 469
  • Joined: 20-February 10
Thanks for the update.

No intention of being disrespectful to Merc's design here, but I'm gonna ask: Any chance of the non-controllable rolling jumps making it back in?

The alteration of rolling fall rebound heights doesn't bother me, I enjoy that either way, but I really missed that feeling of roll = jump out of control. I know it's waaay early to be asking for such things, but any chance of an option or hidden activation button or something for Sonic 1 jumping, if Sonic CD jumping remains the default? Sorry Merc, you know I still loved your work.


Personally more eager to see the motion updates than the level updates heh, but that's just me. On that note, is EHZ getting any work done in terms of items and such?
This post has been edited by Deef: 04 February 2011 - 09:56 AM

#1129 User is offline Mercury 

Posted 04 February 2011 - 02:02 PM

  • His Name Is Sonic
  • Posts: 1605
  • Joined: 13-November 08
  • Gender:Not Telling
  • Location:Location Location
  • Project:AeStHete (Sonic Time Twisted engine)
  • Wiki edits:130
QUOTE (Deef @ Feb 3 2011, 10:49 PM)
The alteration of rolling fall rebound heights doesn't bother me, I enjoy that either way, but I really missed that feeling of roll = jump out of control. I know it's waaay early to be asking for such things, but any chance of an option or hidden activation button or something for Sonic 1 jumping, if Sonic CD jumping remains the default? Sorry Merc, you know I still loved your work.

Hey, that's fine. If I'd known there were fans of the Sonic 1 style I would have made it an option at the time.

#1130 User is offline ICEknight 

Posted 04 February 2011 - 05:25 PM

  • Posts: 8136
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18
I also think it's something that would be nice to keep, I just didn't know if you cared about implementing it.

#1131 User is offline Jayextee 

Posted 04 February 2011 - 05:32 PM

  • Comic Mischief
  • Posts: 2889
  • Joined: 22-October 07
  • Gender:Male
  • Location:Kathmandu, Nepal
  • Project:Who knows? Toss a coin, will ya?
  • Wiki edits:27
QUOTE (Mercury @ Feb 4 2011, 07:02 PM)
Hey, that's fine. If I'd known there were fans of the Sonic 1 style I would have made it an option at the time.


There's about three of us who think it's the best Sonic. I'm probably two and a half of those. :3

What's all this about the rebound height, anyway?

#1132 User is offline Deef 

Posted 04 February 2011 - 06:53 PM

  • Posts: 469
  • Joined: 20-February 10
Merc made two changes to the Sonic 2 controls.

The first was to copy the rolling jumps of Sonic CD. Sonic 1/2/3/K's rolling jumps remove horizontal control. Sonic CD's do not.

The second change was to the height of Sonic's rebound when he fell, airborn yet rolling, onto an item or enemy. This one is different to all the classics, where dropping onto a badnik from an airborn roll does not have a variable rebound height. The rebound is always maximum and isn't affected by the jump button. Merc changed this in SFR so that rebounding from a rolling fall behaves the same as rebounding from a jumping fall, ie, you need to hold jump for full height.

This situation only occurs when you roll off terrain, typically quarter-pipes. There's a water shield in Hydrocity that's all about this scenario, next to a big underwater quarter-pipe that comes between a speed-building twisty tube and some spinning platforms high in the air leading to a special stage entrance. After being flung that high then falling all the way down again, the monitor's rebound happily sends you back up to the spinning platforms even if you aren't holding jump.

Here's a good example too:



All these bounces are at max height, but Solaris never had to hold jump because he became airborn by rolling, not jumping.

It's a little change and there must be like 3 people in the world who even noticed. The argument for and against is pretty much the same as the Sonic CD rolling jump alteration - more control to the player, vs losing that feeling of fun chaos when rolling. But unlike rolling-jumping, rolling-falling occurs so rarely that the change really can't give that impression of being too strong a buff. Some might even say it's almost a punishment, as in, "Where's my free rebound?" It is fun in the classics when you unexpectedly crack something and go soaring away crazily. I enjoy the alteration either way. I think I'm a bit of a purist myself with controls so I wouldn't mind this change being optional either, but eh, it's so rare and arguably an improvement.


Probably wasn't necessary to spell it out that much. :/
This post has been edited by Deef: 05 February 2011 - 07:21 PM

#1133 User is online Sonic Warrior TJ 

Posted 08 February 2011 - 11:13 PM

  • Coffee and coffee accessories.
  • Posts: 2419
  • Joined: 16-March 08
  • Gender:Male
  • Location:Augusta, GA
  • Wiki edits:21
QUOTE (Deef @ Feb 4 2011, 06:53 PM)
All these bounces are at max height, but Solaris never had to hold jump because he became airborn by rolling, not jumping.


You just blew my fucking mind, I never noticed that.

I feel silly too, because I know exactly which part of Hydrocity you're referring to, and it's a great example.

Sad that every other playthrough I found seemed to just ignore that shield sad.png
This post has been edited by Sonic Warrior TJ: 08 February 2011 - 11:16 PM

#1134 User is offline Deef 

Posted 09 February 2011 - 10:28 AM

  • Posts: 469
  • Joined: 20-February 10
Cybershell's playthrough not only has it, but gives it a good "ungh". Jump to 3:45.




I really enjoyed all of his let's plays.
This post has been edited by Deef: 09 February 2011 - 10:28 AM

#1135 User is online Jay T. 

Posted 09 February 2011 - 12:26 PM

  • French Toast & Syrup!
  • Posts: 1136
  • Joined: 26-September 09
  • Gender:Male
  • Location:Southern Virginia
Too bad he doesn't do Let's Plays anymore (I think). Loved his Cunt-O-Meter and Names for Eggman's inventions.
This post has been edited by Jay T.: 09 February 2011 - 12:26 PM

#1136 User is offline Slingerland 

Posted 09 February 2011 - 01:10 PM

  • Posts: 591
  • Joined: 06-January 08
  • Gender:Male
  • Location:Hollywood Hills, CA
  • Project:Hustlin' at Warner Bros.
  • Wiki edits:85
QUOTE (Damizean @ Feb 2 2011, 05:10 AM)
Hello Retro,

Progress on the engine has been non-existant during the past month due to exams period, so we probably wont meet the February deadline for showing off the next zone. However, now that I have some free time, I'm going to work hard on make progress on the engine, so...

Stay tuned for progress on the following weeks smile.png

You missed a self-imposed deadline because of real life things! How dare you!

Imma write you up in an article, Mister.

#1137 User is offline Damizean 

Posted 09 February 2011 - 05:43 PM

  • As classic as rock
  • Posts: 118
  • Joined: 01-February 06
  • Gender:Male
  • Location:Valencia, España
  • Project:Various projects
  • Wiki edits:1
The engine basics are complete so far (I've been working hard on the engine's backend mostly), plus a couple more features that were missing at the other demo (moving and rotating platforms). I've had a hard time deciding on the design of the classes and data structures, but I think I have it sorted out with a system that allows me to add interactive objects, states and effects easily.

So all that's left is to add up details and level specific gimmicks. Hopefully the new engine will be up to you guys' standards smile.png

QUOTE (Deef)
The alteration of rolling fall rebound heights doesn't bother me, I enjoy that either way, but I really missed that feeling of roll = jump out of control. I know it's waaay early to be asking for such things, but any chance of an option or hidden activation button or something for Sonic 1 jumping, if Sonic CD jumping remains the default? Sorry Merc, you know I still loved your work.


Right now my implementation uses Mercury's behaviour, but I could just make an option for Sonic 1 roll jump (as it would be a small change anyway).

QUOTE (Slingerland)
You missed a self-imposed deadline because of real life things! How dare you!

Imma write you up in an article, Mister.


D: You wouldn't...!
This post has been edited by Damizean: 09 February 2011 - 05:44 PM

#1138 User is offline Deef 

Posted 10 February 2011 - 09:42 AM

  • Posts: 469
  • Joined: 20-February 10
Very happy to hear that Damizean.



#1139 User is offline Damizean 

Posted 17 February 2011 - 07:06 PM

  • As classic as rock
  • Posts: 118
  • Joined: 01-February 06
  • Gender:Male
  • Location:Valencia, España
  • Project:Various projects
  • Wiki edits:1
News on progress smile.png

Having finished some fine tunes to the platforms and rails management, I've delivered the recent changes to the project back to pelikan. Badniks are back in, and hopefully with the same behaviour as Mercury's original implementation (thanks to his code the porting process was way easier smile.png).

Also, I have noticed that there was a big bottleneck when too many scripted badniks (like the MotoBug, in contrast to the animation controlled ones) were active at once, so I implemented a similar badnik deactivation system like on the original games: if the badnik is too far away from screen, it's position will reset back to the initial, as long as that point isn't currently being seen by the camera. Hopefully this will lower the processor usage on those who had problems running the game. Now I get up to 110 FPS @ 1024x768, fastest settings with EHZ, 60 FPS with fantastic ones.

Now I'm going to focus on doing progress on the GUI and other misc. parts of the engine while pelikan makes progress on the next level. I'll probably be adding buttons and other gimmicks to aid him by making easier the design progress and giving more options for the levels.

Just a picture of EHZ running on the new Sonic engine


#1140 User is offline Vaiz 

Posted 17 February 2011 - 10:00 PM

  • these beats are too strict.
  • Posts: 1225
  • Joined: 30-December 07
  • Gender:Male
  • Project:Internet.
  • Wiki edits:92
That looks every bit as beautiful as the original (I don't have a comparison pic right next to it, so I could be wrong!) and it doesn't have that blue tint everyone was bitching about. Sweet!

  • 86 Pages +
  • ◄ First
  • 74
  • 75
  • 76
  • 77
  • 78
  • Last ►
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users