Sonic and Sega Retro Message Board: Sonic CD (2011) Post-Release Bugs/Fixes/Suggestions - Sonic and Sega Retro Message Board

Jump to content

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

Sonic CD (2011) Post-Release Bugs/Fixes/Suggestions

#1 User is offline ICEknight 

Posted 15 December 2011 - 03:00 PM

  • Posts: 8846
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18
Just so Taxman doesn't go mad when looking for the reported bugs scattered throughout the other topic. I'll start by mentioning the most obvious issues that have been noted:


Should get fixed:
  • Game download getting stuck (Android)
  • Speed shoes not working while airborne, when classic Sonic CD physics are enabled.



Would be nice to see fixed:
  • Videos are cropped, even when the aspect ratio matches their original resolution.
  • Black borders surrounding the screen (at least in 4:3 mode), which make the screen smaller than it should (they surpass the overscan).
  • There's no way to skip the "time travel" scene (you could press a button to skip it, in the original).



Would improve the experience:

  • Adding a "restart" option in the pause menu.

This post has been edited by ICEknight: 15 December 2011 - 04:21 PM

#2 User is offline Eric Wright 

Posted 15 December 2011 - 03:05 PM

  • Born into this.
  • Posts: 322
  • Joined: 20-July 05
  • Gender:Male
  • Location:Newtrogic High Zone
  • Wiki edits:12
-allowing faster navigation of Pause menu (press up/down really fast and the cursor only moves with every other press)

-"Sonic 2" mode spindash doesn't seem to rev completely (Is this a max speed error like with the super shoes?)

-Picky collision detection ( http://www.youtube.c...h?v=1uVimG31vZY )

-I notice that sometimes I'll press "jump" the instant sonic lands on a surface, and the press doesn't register- like there's occasionally a delay between when he lands and when the game decides he's able to jump again

-The flippers in Collision Chaos don't trigger when you're on the hinge
This post has been edited by Eric Wright: 15 December 2011 - 03:09 PM

#3 User is offline MastaSys 

Posted 15 December 2011 - 03:11 PM

  • The nightmares? They never go away.
  • Posts: 492
  • Joined: 31-March 09
  • Gender:Male
  • Wiki edits:3

View PostEric Wright, on 15 December 2011 - 03:05 PM, said:

allowing faster navigation of Pause menu (press up/down really fast and the cursor only moves with every other press)


theres no need for that, just make a new option at the top named "Retry".

also an option to automatically skip every time transition in the options menu.

These are of course on the "would be nice" field.
This post has been edited by MastaSys: 15 December 2011 - 03:11 PM

#4 User is offline akirahedgehog 

Posted 15 December 2011 - 03:20 PM

  • Posts: 33
  • Joined: 05-November 04
  • Gender:Male
  • Location:Milwaukee, WI
Posted Image
This is probably a minor issue but it annoys the hell out of me for some reason. Monitor boxes should be in front of springs.

#5 User is offline ashthedragon 

Posted 15 December 2011 - 03:24 PM

  • Dragon Team
  • Posts: 1069
  • Joined: 23-February 08
  • Gender:Female
  • Location:Spain
  • Project:Sonic Paradise & Sonic Ages
I would add in the "should get fixed" category the issue with European PSn version, who runs at 50 HZ in CRT tv's

#6 User is offline Dark Sonic 

Posted 15 December 2011 - 03:24 PM

  • DYNAMIC SONIC! EXCITING SONIC! STYLISH SONIC! UNBELIEVABLE!
  • Posts: 7686
  • Joined: 21-April 06
  • Gender:Male
  • Project:Making the world know that Lost World 3DS is terrible
  • Wiki edits:10
As mentioned before, a restart button should be added, but it especially should be added in Time Trial mode. I never understood why the lives counter even existed in Time Trial mode (It's removed when playing online in Generations for example)

Also when playing as Tails, if you fly into a giant ring the propeller sound will continue to play while the results screen is tallying up.

Speaking of which, it'd be nice if you could press A and all the numbers were added up automatically instead of having to watch the numbers count down.
This post has been edited by Dark Sonic: 15 December 2011 - 03:24 PM

#7 User is offline DustArma 

Posted 15 December 2011 - 03:29 PM

  • Posts: 1138
  • Joined: 27-February 08
  • Gender:Male
  • Location:Santiago, Chile
  • Project:Learning Python.
Android version needs frame skipping for weaker devices to maintain 100% game speed at all times.
This post has been edited by DustArma: 15 December 2011 - 03:30 PM

#8 User is offline ICEknight 

Posted 15 December 2011 - 03:31 PM

  • Posts: 8846
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18
Some stuff regarding Tails, from relevant to extremely minor:

  • He shouldn't be able to fly over the top of the screen.
  • Some of his animation frames when walking aren't mapped correctly, so his fist doesn't animate smoothly (it stays in place in some consecutive frames).
  • His jumping animation plays too slowly when jumping in place.
  • The pushing animation plays too fast.
  • His ledge animation doesn't vary the speed in which the two frames are shown, as in Sonic 2.
  • For some reason, if you don't move him when starting a level, his tails will 'jump' a little as soon as his blinking animation starts.

This post has been edited by ICEknight: 15 December 2011 - 03:40 PM

#9 User is offline Eric Wright 

Posted 15 December 2011 - 03:33 PM

  • Born into this.
  • Posts: 322
  • Joined: 20-July 05
  • Gender:Male
  • Location:Newtrogic High Zone
  • Wiki edits:12

View PostDark Sonic, on 15 December 2011 - 03:24 PM, said:

Speaking of which, it'd be nice if you could press A and all the numbers were added up automatically instead of having to watch the numbers count down.

Or if it would just start Tallying the scores during the level-complete music, so the screen to fade out just after the music stops

#10 User is offline Shadow Hog 

Posted 15 December 2011 - 03:45 PM

  • Avatar by Neoriceisgood
  • Posts: 3634
  • Joined: 05-November 06
  • Gender:Male
  • Location:Earth
  • Wiki edits:10

View PostICEknight, on 15 December 2011 - 03:00 PM, said:

Would improve the experience:
  • Adding a "restart" option in the pause menu.
I dunno about the console versions, but my Android version quite clearly has this on the pause menu.

#11 User is offline Dark Sonic 

Posted 15 December 2011 - 03:47 PM

  • DYNAMIC SONIC! EXCITING SONIC! STYLISH SONIC! UNBELIEVABLE!
  • Posts: 7686
  • Joined: 21-April 06
  • Gender:Male
  • Project:Making the world know that Lost World 3DS is terrible
  • Wiki edits:10

View PostShadow Hog, on 15 December 2011 - 03:45 PM, said:

View PostICEknight, on 15 December 2011 - 03:00 PM, said:

Would improve the experience:
  • Adding a "restart" option in the pause menu.
I dunno about the console versions, but my Android version quite clearly has this on the pause menu.

Yes the portable versions do have a restart option. The console versions do not.

#12 User is offline ICEknight 

Posted 15 December 2011 - 03:48 PM

  • Posts: 8846
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18
Something that I missed from the original games:

  • When you're charging the spindash/peelout on a crumbling ledge, the characters will stay on the charging pose while falling (that's normal), but they won't boost forwards when touching the ground below.


#13 User is online Jason 

Posted 15 December 2011 - 04:11 PM

  • *Results not lab tested.
  • Posts: 995
  • Joined: 20-October 10
  • Gender:Male
  • Location:Clarksburg, MD
Although this is well-intentioned, I'd recommend renaming this thread something like "Sonic CD (2011) Post-Release Bugs/Fixes/Suggestions". This is not a beta release, the game is out there for people to buy, and though I can't speak for Taxman, I'd find it offensive to call something I shipped, knowing it was ready, still in the beta phase.

Taxman, this is a great game you and your team have put out, and 99% of the game is exactly what we want. But we being Sonic fans, we'll make that 1% look like a festering sore. So don't get the wrong idea, we really want to make this polished game shine so bright it gives the Ark a run for its money in face-melting glory.
This post has been edited by Jason: 15 December 2011 - 04:11 PM

#14 User is offline Scarred Sun 

Posted 15 December 2011 - 04:15 PM

  • GOTH GOTH GOTH
  • Posts: 3439
  • Joined: 06-February 05
  • Gender:Female
  • Location:San Francisco, CA
  • Project:Conquering the games industry
  • Wiki edits:36,091
Honestly, I find the notion that Taxman even has any intention or ability to patch the game post-release to be more than a little presumptuous. Slow your roll, homies.

#15 User is offline ICEknight 

Posted 15 December 2011 - 04:23 PM

  • Posts: 8846
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18

View PostJason, on 15 December 2011 - 04:11 PM, said:

Although this is well-intentioned, I'd recommend renaming this thread something like "Sonic CD (2011) Post-Release Bugs/Fixes/Suggestions". This is not a beta release, the game is out there for people to buy

Good point, title changed.

View PostScarred Sun, on 15 December 2011 - 04:15 PM, said:

Honestly, I find the notion that Taxman even has any intention or ability to patch the game post-release to be more than a little presumptuous. Slow your roll, homies.

This is why I hadn't made such a topic until now, but Taxman himself said he was taking notes from what people was reporting.

In any case, all this info could be useful for future releases or other Sonic games that might get ported.
This post has been edited by ICEknight: 15 December 2011 - 04:44 PM

  • 34 Pages +
  • 1
  • 2
  • 3
  • Last ►
    Locked
    Locked Forum

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