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Sonic Classic 2 **Snapshots and new information**

#391 User is offline Rail Road 

Posted 21 March 2012 - 01:58 PM

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Dropbox has a rather low bandwidth cap. SFGHQ and/or a torrent (if you can find someone with a seedbox) would be a good option.

#392 User is offline dsrb 

Posted 24 March 2012 - 06:55 AM

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Those sprites are pretty great! So is KGB's original soundtrack.

#393 User is offline jasonchrist 

Posted 24 March 2012 - 10:13 AM

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Sonic is looking awesome, the levels look beautiful, as do the layouts.

However the bean shaped spin dash looks wrong as fuck and the music (sorry to say this) is absolute arse gravy! It sounds like it could be from absolutely anything BUT a Sonic game.

#394 User is offline Falk 

Posted 24 March 2012 - 05:54 PM

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View Postjasonchrist, on 24 March 2012 - 10:13 AM, said:

and the music (sorry to say this) is absolute arse gravy! It sounds like it could be from absolutely anything BUT a Sonic game.


You think so? I thought it was as classic as it gets for original music in terms of recent fangames. Especially the menu themes.

#395 User is offline Kampfer 

Posted 24 March 2012 - 06:19 PM

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View PostFalk, on 24 March 2012 - 05:54 PM, said:

View Postjasonchrist, on 24 March 2012 - 10:13 AM, said:

and the music (sorry to say this) is absolute arse gravy! It sounds like it could be from absolutely anything BUT a Sonic game.


You think so? I thought it was as classic as it gets for original music in terms of recent fangames. Especially the menu themes.


I have to agree with Falk. It sounds like something that Sega would have made if they made more 2d games in the late 90's (Drill Base actually reminds me a little of Megaman X for some reason).

Hez, as you make this game, the one thing I'd recommend to keep in mind while you are making any water levels is the background. In Hazel Hill it looked weird that the background underwater was the same as above water, and made it seem like the entire valley was flooded (and magically un-flooded when back above). This isn't to say the Classic Series didn't have that problem (I'm looking at you Carnival Night), but its something I noticed when playing the first game and probably one of the few aesthetic flaws.

But so far this is looking good and I look forward to playing this one when you're done.

#396 User is offline Aerosol 

Posted 24 March 2012 - 07:02 PM

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You know what? I hate the 360 rotation of the sprite. I hated it in Classic, too. Is there a way you can limit the rotation of the sprite to 8 directions? Well I mean there is a way, I know there is. But will you be willing to include it as an option, atleast?

#397 User is offline Blue Emerald 

Posted 24 March 2012 - 07:40 PM

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View PostAerosolSP, on 24 March 2012 - 07:02 PM, said:

You know what? I hate the 360 rotation of the sprite. I hated it in Classic, too. Is there a way you can limit the rotation of the sprite to 8 directions? Well I mean there is a way, I know there is. But will you be willing to include it as an option, atleast?

If there is a way, I would love to know what it is, because the Worlds engine has it set that way, as well. =P

#398 User is offline Aerosol 

Posted 24 March 2012 - 08:11 PM

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I don't know how to specifically do it in Sonic Worlds, but it's a matter of "assigning" a rotation to certain angle ranges.

#399 User is offline Sonica 

Posted 24 March 2012 - 08:13 PM

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View PostAerosolSP, on 24 March 2012 - 07:02 PM, said:

You know what? I hate the 360 rotation of the sprite. I hated it in Classic, too. Is there a way you can limit the rotation of the sprite to 8 directions? Well I mean there is a way, I know there is. But will you be willing to include it as an option, atleast?

It certaintly didnt fit in too well, I would be happy to see an 8 direction option too.

#400 User is offline Sparks 

Posted 24 March 2012 - 08:25 PM

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I had help getting 8 directions implemented into Sonic Worlds a few years ago, but didn't use it because, well

(ooold video) 0:30

Rael and I couldn't figure out how to prevent a normal rotation from occurring if Sonic ran off a ramp like that.

Of course, this is a problem from two years ago, so I wonder if a solution has been found somewhere. Even then, it still just rotates the sprite to 8 angles. I don't know if there's a way to assign a smooth rotated sprite for each angle detection.


Translation:
>Sonic Worlds

#401 User is offline Aerosol 

Posted 24 March 2012 - 08:31 PM

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I can't really see it in the video but I think I know what you're talking about. Isn't there a set of events that determines Sonic rotation in the air? I'm sure you could let the calculations run their course the way they want to, but only apply a rotation change when the angle calculated equals one of the 8 directions.
This post has been edited by AerosolSP: 24 March 2012 - 08:31 PM

#402 User is offline Sparks 

Posted 24 March 2012 - 11:24 PM

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I don't think I have the original file anymore, but I recall for some reason the calculations didn't apply to Sonic rotating off a ramp like that, which is why it became complicated. Either way these are just things for Hez to consider.


if you figure out how to do 8 direction rotations, let me know? :eng101:
This post has been edited by Sparks: 24 March 2012 - 11:24 PM

#403 User is offline Sonica 

Posted 25 March 2012 - 03:30 AM

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Cant you put the normal smooth angle in a variable, and have snap that to 8 directions, then make Sonic's sprite move to that all the time?

#404 User is offline Falk 

Posted 25 March 2012 - 07:00 AM

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Freedom Planet definitely locks to X number of angles. Not 8, but definitely not a continuous rotation. Maybe you could ask Strife for help on this one?

#405 User is offline Hez 

Posted 25 March 2012 - 12:00 PM

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View PostSonica, on 25 March 2012 - 03:30 AM, said:

Cant you put the normal smooth angle in a variable, and have snap that to 8 directions, then make Sonic's sprite move to that all the time?

If you've unlocked Sonic 1/2 sprites in Classic 1, they snap to 8 directions. I personally like the smoothing angles, but I'm up for suggestions. Does everyone prefer 8 angles compared to smooth?

View PostFalk, on 25 March 2012 - 07:00 AM, said:

Freedom Planet definitely locks to X number of angles. Not 8, but definitely not a continuous rotation. Maybe you could ask Strife for help on this one?

It's probably one of the easiest things to do. Spider looks nice though

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