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Sonic 4: Episode 2 Discussion Electric Bogaloo

#1891 User is offline ezodagrom 

Posted 06 March 2012 - 01:12 AM

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View PostLambda, on 05 March 2012 - 11:19 PM, said:

Also, why is everyone complaining about the spindash sound? It doesn't sound EXACTLY like the one from the Genesis games, but I have no clue as to why a sound effect is rage worthy...

Actually it uses the same sound effects from Sonic 3 & Knuckles, but for some reason they're using the rolling sound effect for charging the spin dash and the charging spin dash sound effect for rolling, and that's what annoys alot of us.

Hopefully, if the sound effects file for Ep2 is similar to the file used in Ep1, it should be easy to switch the sound effects in the PC version of Ep2, like this:


This post has been edited by ezodagrom: 06 March 2012 - 01:13 AM

#1892 User is offline W.A.C. 

Posted 06 March 2012 - 01:37 AM

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wtf? Why didn't SEGA just do that?

#1893 User is offline SpeedStarTMQ 

Posted 06 March 2012 - 02:19 AM

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I don't get this one at all- I'm pretty sure we bombarded SEGA to make them aware before too, so I think now it's a genuine change which they feel fits better obviously. Maybe we're just used to the original effects being the other way- maybe if we heard them again as a newbie it'd sound more natural? I dunno, whatever it is, it's a stupid change they should have just fixed. Why not just swap other sound effects and have jumping as the ring sound? I much prefer the jumping sound to be the ledge crumbling effect!

#1894 User is offline Roller 

Posted 06 March 2012 - 02:27 AM

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Honestly when I first played the original Genesis games it was really jarring to learn that the sounds were the other way round to how it was in Advance. It just feels so natural that a sound for charging up ends at a high point, while a sound for releasing that charge ends on a low point. That's what it feels like to me.

I wouldn't mind if they were changed, and I'd be glad that you guys are getting what you need in Sonic 4, but at the same time I feel they're quite fine the way they are. Obviously some people will yell at me but this is just my two cents.
This post has been edited by Roller: 06 March 2012 - 02:28 AM

#1895 User is offline SpeedStarTMQ 

Posted 06 March 2012 - 02:37 AM

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Hopefully no one will yell at you, that would be really stupid!

I see what you mean. Honestly, I didn't really pay too much attention until I read it here first (IIRC). I realised they'd nerfed the high pitch revving sound but hadn't realised they'd actualy done it the other way around. As a comparison, Sonic Advance does it better than Sonic 4 and just ignores the higher pitch sound to give you a similar one at a lower pitch. Still wrong but not as bad. Sonic 4 literally swaps them over.

I suppose it would be wise not to get too in depth with this, because it's unchanged since Ep I and it is what it is. Still wierd though.

#1896 User is offline Hitlersaurus Christ 

Posted 06 March 2012 - 03:10 AM

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I must be the worst sonic fan or something cause I never noticed or gave a shit about the switched sounds.

#1897 User is offline Twilightzoney 

Posted 06 March 2012 - 03:32 AM

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Same with me, I never really noticed the problem with it. Either that or its the fact I just really don't give a care about it. Thats like me complaining about how different the sounds were in Generations for Classic Sonic or why the gave him that weird sound for jumping in Sonic CD. I never really noticed when I rolled anyways in the game, since it sounded fine to me, but others seem to be anal about these types of things. I'm hoping that they improve the textures on that Oil Rig like zone it looked very blurry to me almost like it was Sonic Rush like feel to it.

#1898 User is offline Skyler 

Posted 06 March 2012 - 03:37 AM

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I specifically mentioned the spin dash sounds to RubyEclipse at SoA back in 2010, so they have to know about it.

You want to know the worst part that I've seen nobody mention? There's a specific spin dash sound they flat out omitted.

#1899 User is offline SpeedStarTMQ 

Posted 06 March 2012 - 03:56 AM

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You're referring to the omitted sound as you speed away which is very low ptch and like a tearing sound? Yeah, I did notice that. I used to like that in Sonic 2 especially. You hear it best if you dash off screen as the transition between Acts/Zones occurs.

#1900 User is offline TheKazeblade 

Posted 06 March 2012 - 04:00 AM

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View PostBlue Blood, on 05 March 2012 - 10:23 PM, said:

I don't know why we're talking about stage names, but I don't have a problem with Sylvania Castle. If anything, I like it for being a bit different. Like Savannah Citadel and Cool Edge. Different, but interesting. Also new vid. Listen closely to hear the music:



They fixed one of the bigger gripes I had about Sonic's jump! The faster you're going the faster Sonic rotates. That just makes his jumping look so much more natural!

#1901 User is offline Vangar 

Posted 06 March 2012 - 06:18 AM

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View PostBlue Blood, on 05 March 2012 - 10:23 PM, said:

I don't know why we're talking about stage names, but I don't have a problem with Sylvania Castle. If anything, I like it for being a bit different. Like Savannah Citadel and Cool Edge. Different, but interesting. Also new vid. Listen closely to hear the music:



It's people like this guy that make sega put that´╗┐ stupid screen in the level to show the player you have to spin into the disc, and he still fucks it up.

#1902 User is offline StriCNYN3 

Posted 06 March 2012 - 12:04 PM

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I don't know if any one has see this but I sure haven't so here:



Excuses the guy's big ass head in the way, I think there's some slope physics going on

#1903 User is offline ezodagrom 

Posted 06 March 2012 - 12:36 PM

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View PostSkyler, on 06 March 2012 - 03:37 AM, said:

I specifically mentioned the spin dash sounds to RubyEclipse at SoA back in 2010, so they have to know about it.

You want to know the worst part that I've seen nobody mention? There's a specific spin dash sound they flat out omitted.

If you mean the spindash release sound effect from Sonic 3 & Knuckles, that sound effect is actually in the Sonic 4 Ep1 files, but since the spindash release and rolling use exactly the same sound effect in Episode 1, I think it's not possible to use different sound effects for the spindash release and rolling (otherwise I would have used the correct spindash release sound effect).

EDIT: Quick video showing the sound effect that I'm talking about:


View PostSpeedStarTMQ, on 06 March 2012 - 02:19 AM, said:

I don't get this one at all- I'm pretty sure we bombarded SEGA to make them aware before too, so I think now it's a genuine change which they feel fits better obviously. Maybe we're just used to the original effects being the other way- maybe if we heard them again as a newbie it'd sound more natural? I dunno, whatever it is, it's a stupid change they should have just fixed. Why not just swap other sound effects and have jumping as the ring sound? I much prefer the jumping sound to be the ledge crumbling effect!

I don't think this is a SEGA thing, it seems more like a Dimps thing, since all of their games don't use the correct sound effects for spindash/rolling, while in Sonic Team's Generations the spindash and rolling sound right.
This post has been edited by ezodagrom: 06 March 2012 - 12:59 PM

#1904 User is offline Roller 

Posted 06 March 2012 - 12:51 PM

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Oh wow, that guy was standing in front of all the action. Well, all of the inaction, really, since everybody who plays this game in public sucks for some inexplicable reason.

However, it's fairly interesting to see that slope physics are something that they've taken into consideration! It actually looks like a lot of White Park Act 1 is based around momentum, because I hardly saw any speed boosters and he was using momentum to get up that hill. This is actually a great sign - one that maybe, if Dimps don't screw this up completely, maybe the later levels won't have nearly as much speed boosters as we have come to expect, and they're only in Sylvania Castle because it's a tutorial level.

Also, Spikes' behaviour is new, which is good. It's not just acting like its namesake from Sonic 1, then, it's hiding inside its shell, which is a cool (heh) mechanic.
This post has been edited by Roller: 06 March 2012 - 12:53 PM

#1905 User is offline XCubed 

Posted 06 March 2012 - 04:12 PM

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View PostCrappy Blue Luigi, on 05 March 2012 - 08:33 PM, said:

Do you guys really want to get into the semantics of zone names? Alright, I'm game.

Let's run down the S3&K zones.

:words:

Zone names have rarely been "creative." I could seriously go on with examples from other games if I wanted to: Aquatic Ruin, Flame Core, Rusty Ruin, Windmile Isle, Collision Chaos... Yeah, I'm done.


AAZ - Wow, I didn't realize how inspiring California has been for the series. Angel Island was repurposed from the REAL one, nice.

HZ - We now know the proper pronounciation is not Hydro.......City, more like Velocity.....but that's besides the point, it is what it says.

MGZ - REHASH ALERT 1 - But still different enough

CNZ - REHASH ALERT 2 - But still different enough since Casinos and Carnivals are very distinct, plus the fact that Act 2 has water. Only common theme is night time

ICZ - a Winter Zone "finally!" emerges

LBZ - Same "purpose" as Metropolis, to launch the Death Egg, and that's where the similarities end

MHZ - Originally Mushroom Valley, maybe it was changed to look retro cute since it was the "first level" of S&K

FBZ - This is the "battery" they had in mind., you get bombed many times, no?

SZ - Finally, a desert! Boo to ghosts!

LRZ - not the first w/ lava, but the first in a volcano! Again, another cute retro throwback to the original Hidden Palace zone we saw in the Sonic 2 mags.

HPZ- No explanation needed

SSZ - the first "in the air" zone, not counting Sky Chase.

DEZ - They weren't even trying to hide it. Your first clue that Eggman was serious about his turd in space.

Doomsday - They really haven't been able to top this Bad-Assery since 1994.



Although I don't "hate" Sylvania Castle's name, I think it's a little too complex for what is trying to be conveyed. It feels like they name a Zone for the name, instead of making a name for the zone. Same thing I feel goes for White Park. I would have taken either Aquatic Castle or Marble Castle/Ruin....it's enough to be familiar, but enough to be different. I also would have taken Snow Park, Ice Park, or hell, even Frozen Park. I still understand the original intention though, it just sounds too plain however.


Also, Did I read somewhere that a zone (not the oil refinery one) would be called "Sky Fortress Zone"? Each of those words have been used separately throughout the series and have mostly conveyed the same type of level (Sky Deck, Final Fortress, Wing Fortress, etc.), although their combination is new, it still feels stale as a name to me.


Oil Refinery better not dissapoint!

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