Regardless though, I love this game. Bought it on my phone and on Steam, and I still have the SCD original stored away somewhere. SEGA was smart to sell it for $2 on Android at first, it made it easier to convince my friends to buy it too.
Sonic CD now out for everything except Nintendo consoles
#3106
Posted 29 June 2012 - 04:21 AM
Regardless though, I love this game. Bought it on my phone and on Steam, and I still have the SCD original stored away somewhere. SEGA was smart to sell it for $2 on Android at first, it made it easier to convince my friends to buy it too.
#3107
Posted 29 June 2012 - 10:12 AM
Kilron, on 29 June 2012 - 04:21 AM, said:
Does WASD not work for you?
On my Android (HTC ChaCha, also known as HTC Salsa) I can use WASD for movement.
#3108
Posted 29 June 2012 - 05:32 PM
Lanzer, on 28 June 2012 - 09:25 PM, said:
You should've mentioned soundtrack specifically then. Try about 30 to 25 pages ago in this thread, I believe the MP3 version was not on megaupload and still worked 2 months ago. (It was posted around December 26th)
#3109
Posted 29 June 2012 - 10:52 PM
sonicblur, on 29 June 2012 - 05:32 PM, said:
Lanzer, on 28 June 2012 - 09:25 PM, said:
You should've mentioned soundtrack specifically then. Try about 100 pages ago in this thread, I believe the MP3 version was not on megaupload and still worked 2 months ago.
Thought I did but ok.
I checked pages 98-108 and it was all pre-release talk.
#3110
Posted 30 June 2012 - 12:49 AM
danielcw, on 29 June 2012 - 10:12 AM, said:
On my Android (HTC ChaCha, also known as HTC Salsa) I can use WASD for movement.
I remembered that not working, so I went to check again to be sure.
Sure enough, doesn't work. Only the arrows will move me. I can jump using numbers 1-4 though, for some odd reason.
#3111
Posted 30 June 2012 - 12:12 PM
that there are 3 acts listed here.
I was wondering what this was for?
As far as download content questions go, I have one,
Would it be possible to obtain some of the original scrapped sonic CD stage recourses and make a stage or 2 out of that?
( Final Fever and R2)
Hell, if I had access, I'd be willing to work with the assets to make a stage for free !
As just seeing the zones would be payment enough!
#3112
Posted 30 June 2012 - 07:05 PM
Andrew75, on 30 June 2012 - 12:12 PM, said:
that there are 3 acts listed here.
I was wondering what this was for?
Those are just the data for the unlockable secret screens. Act1 is Stage Select, Act 2 is Sound Test, and Act 3 is the tails unlocked screen. They are not levels.
#3113
Posted 01 July 2012 - 02:15 PM
#3114
Posted 01 July 2012 - 10:37 PM
Kilron, on 30 June 2012 - 12:49 AM, said:
danielcw, on 29 June 2012 - 10:12 AM, said:
On my Android (HTC ChaCha, also known as HTC Salsa) I can use WASD for movement.
I remembered that not working, so I went to check again to be sure.
Sure enough, doesn't work. Only the arrows will move me. I can jump using numbers 1-4 though, for some odd reason.
Which version are you using? Did you check other keys?
I just checked again, and I can use WASD and my arrow keys for movement.
J to jump, and confirm in menus - K, L and the back hardware-key jump as well.
I also realized, that the game seems to access my keys directly, as in raw-access. If I press any combination, that usually returns a special character (I.e.: Fn + 'W' = '1') it acts the same as just pressing 'W'.
Since I have no knowledge about Android development, I can only guess what that means. Maybe there is an API to read inputs directly.
Can any other Android users chime in?
#3115
Posted 01 July 2012 - 10:49 PM
http://sost.emulatio...rites/index.htm shows the sneezing animation. The Pata-Bata badnik in Collision Chaos (The Butterfly badnik) that drops the star-shaped particles might have been the one to cause that.
I think the reason could be finally explained that it meant to be a deterrent for Sonic to serve as a challenge to hit the badnik, but since the game is more of a layout Sonic style gameplay, and seeing that it would be a nuisance, the code was removed but the sprite was intact in all releases.
#3116
Posted 02 July 2012 - 05:58 AM
#3117
Posted 02 July 2012 - 12:45 PM
#3118
Posted 02 July 2012 - 05:32 PM
GeneHF, on 02 July 2012 - 12:45 PM, said:
The only thing we know for sure is that those small tracks were in one of the prototypes in the same format as the Past tracks. When they're switched with those, they just play that small bit and then stop. Those are the only facts we know.
#3119
Posted 03 July 2012 - 11:13 PM
ICEknight, on 02 July 2012 - 05:32 PM, said:
Well now we also have the hindsight to know how they are used in the remake.
And correct me if I am wrong, but that particular prototype only included those tracks for levels that used CD audio.
#3120
Posted 04 July 2012 - 12:04 AM
I love how quick it is on my phone, running full-speed. Graphics are awesome on my Samsung Galaxy GT-I900T.
It brings back alot of memories, and it had frustrating parts like the original, and rewarding parts like getting 50 rings at the end while destroying metal sonic hologram and the robot generator at each act.
I'm so far playing the second act of Palmtree Panic, and I just like the smooth frame-rate.
Thank you so much Taxman for the engine replication & game port and Sega for publishing this awesomified version!
Only thing is that I couldn't hear the rolling sound/spin-dash sound, but that's very minor as the game plays perfectly. I'm sure the others on the forum might have some real issues they can plot down for updates.
10/10
