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Sonic Generations Megathread

Discussion in 'General Sonic Discussion' started by Scarred Sun, Apr 8, 2011.

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  1. trakker

    trakker

    The guy that's been warned! Member
    1,922
    4
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    I'm so getting all these 1000 points! None of them look particually punishing

    I'm looking at you Unleashed Hoddog and Shamar missions!
     
  2. Tiranno

    Tiranno

    Steveosaurus Rex Member
    Just pre-ordered the Steam version. I can wait 3 days for better price, better graphics, modding, and a solid 60fps.
     
  3. Jimmy Hedgehog

    Jimmy Hedgehog

    Member
    1,728
    8
    18
    England - Slough
    Getting the motivation to continue old projects
    Wait. The "Look both ways" achievment...is that tornado carrying a car? :v:
     
  4. Squidgy

    Squidgy

    Member
    32
    0
    6
    Ugh... I'm not sure I can even run the PC version.
    OS: Windows 7
    Processor: Intel(R) Core(TM) i5 CPU, 650 @ 3.20GHz (4 CPUs), ~3.2GHz
    Memory: 8192MB RAM
    Graphics: NVIDIA GeForce GT 430

    Whereas Sonic Generations minimum requirements are...
    OS: Microsoft Windows 7/Vista/XP
    Processor: Intel Pentium Dual-Core T4200 (2x2.0GHz) or AMD equivalent
    Memory: 2GB RAM (XP)/3GB RAM (Windows 7 / Vista)
    Graphics: NVIDIA GeForce 8800 (512MB) / ATI Radeon HD 2900 (512MB)
    DirectX®:
    Hard Drive: 11 GB free hard drive space
    Sound:
    And their recommended...
    OS: Microsoft Windows 7
    Processor: Intel Core i5 @ 2.66 GHz / AMD Phenom II X4 @ 3.0 GHz
    Memory: 3GB RAM
    Graphics: NVIDIA GeForce GTX 460 (1GB) / ATI Radeon HD 5850 (1GB)
    DirectX®:
    Hard Drive: 11 GB free hard drive space
    Sound:

    Could anyone tell me if my PC can even handle this?

    Also, that achievement list... do I see
    two Super sonics?
     
  5. jackaroo

    jackaroo

    Member
    12
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    Silver Got Served lol. That is an awesome achievement title. From the achievements with descriptions it doesnt sound like they will be too hard. The ones without descriptions seem pretty self explanatory for the most part though so it's looking like I wont have much trouble getting 1000 points from this.
     
  6. Namo

    Namo

    take a screenshot of your heart Member
    2,912
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    Quick question: What are all those percentages by the achievements? How likely you are to complete the challenge specified?
     
  7. GeneHF

    GeneHF

    SEGA-ier than you'll potentially ever be. Site Staff
    8,429
    59
    28
    Scenic Studiopolis
    Complete Global Conquest
    The percentage of people on Steam who unlocked the achievement who have the game. The lower the number, the fewer people have unlocked it.
     
  8. Chimpo

    Chimpo

    I Gotta Be Me Member
    8,648
    1,510
    93
    Los Angeles, 2029
    Don't Forget! Try Your Best!
    The development team sure is slacking.
     
  9. Herm the Germ

    Herm the Germ

    Hmm, not bad. Well done, doctor! Member
    1,482
    0
    0
    Dresden, Saxony, Germany
    MIDI-to-SMPS-conversions, mostly. Takin' requests, too.
    I, for one, am glad Omochao got included again. <3

    Voice actress is quite alright, too~

    Also, I made two gifs based on a total of 8 texture files from the second demo:

    [​IMG]

    [​IMG]
     
  10. Cooljerk

    Cooljerk

    NotEqual Tech, Inc - VR & Game Dev Oldbie
    4,505
    201
    43
    I'm ambivalent towards omochao. Never liked him, but never hated him.

    I loved Tikal from Sonic Adventure though, her voice, despite being horribly recorded, was so soothing.
     
  11. Mentski

    Mentski

    Pff. Member
    221
    23
    18
    Parts Unknown
    Being a mysterious face.
    I guess it's time to unlurk now my account's been approved...

    I'm in two minds about Generations right now after finally having some spare time to play this new demo. There's no doubt it's the best Sonic game for a long, long time, and I'll no doubt buy it and play it through, but I'm still finding the classic levels a little lacklustre.

    Call me anal (heck, someone wants to "smash my face in" based on a report I wrote after playing the 2 builds available at Eurogamer), but the classic levels still don't gel with me - A lot of the vertical springs are still scripted to shoot you up invisible tubes with no horizontal movement, the horizontal springs won't let you immediately tuck into a roll, presumably for the same scripted reasons, and there's still a lot of ramps that squarely place you in same position no matter how much speed and momentum you built up. The levels only work if you do what Sonic Team wants you to do - That same old "push forward to win" schtick that we've seen for the last decade. It's a shame.

    Bar the little scripted events such as racing through tubes on Chemical Plant zone, etc, I expect a bit more freedom from my classic Sonic.

    I expect scripted events all over the place in my modern Sonic, and probably for that reason I actually enjoyed playing the modern Green Hill level more. But I get the feeling that despite the illusion of momentum in the classic levels, it's doesn't really matter because the scripted stuff all over the place will still push you where Sonic Team want you to go.

    But you know, the demo says it's not indicative of the final build, so they might fix it. Right? Yeah.
     
  12. Metal Man88

    Metal Man88

    Time Traveller Oldbie
    2,137
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    Hm, that does bring up an intriguing issue.

    The old physics were based around the low-res screen size and fixed, smaller loops/stage shapes. Even if the algorithms were completely copied into Generations, this would make most parts of the stage require max spindash to have any hope of navigating it, if even that.

    Sonic would have to be larger, but then he'd take up a disproportionate part of the screen. So Sonic Team can't implement classic physics 100% even if they wanted to. Something has to give. Some people might prefer rigid loops and less flexible stage design, but in my opinion, it's more interesting to tweak the physics to match a more interesting stage design than to dumb it down just because some primitive physics that assume the stages are relatively 'small' (so as to fix in the old school resolution).

    In any case, I could imagine that if the original style of game continued without being cut off at the knees around 3D Blast, something like this would have to happen. Larger screen resolution would mean Sonic would behave differently. Stages would change in diversity and over all these sort of tweaks would be necessary. Of course, other ones like 'breaking monitors instead of standing on them' is kinda eh, but in the end, I'm more interested in the overall feeling of the physics than the nitpicking. Nitpick too hard and everything is bad, the original games included. After all, the physics don't even stay 100% the same between the originals. What if Sonic 3 came out now after we had only had up to Sonic 2 for 10ish years? "I hate this new more 3Dish Sonic sprite. And his jump feels slightly different. And what is this with this flashing white shield thingy? No way! No way!!! This is all wrong, I hate this game, it is bad!"
     
  13. Chimera

    Chimera

    I'm not a furry. Tech Member
    1,272
    17
    18
    Castlevania prettyness
    And that, my friends, is why all purists are fucking retarded. Sorry, but I stand by my reasoning that if you were given Sonic Adventure in your childhood instead of Sonic's 1 2 and 3, sans some exceptions, you wouldn't be saying a thing about it.



    ....ahem. Anyway, looks like the level list got a slightly neglidgable yet interesting update. Interesting part being not everything is in caps this time.

    [​IMG]

    That floating Genesis in the GHZ part of the HUB confirmed for being an emulator. Thank you, Genesis controller adapter~

    Information pod is still called "Information Pod." Considering we have the Music Room with everything there and I didn't once see "Information Pod" or anything like that, let alone in the Generations text (maybe it skipped my eyes?), I still don't know what that is. And Death Egg has, curiously, been changed to Death Egg Robot, like in the playthrough Aaron Webber showed at CLNet. Maybe at some point the Dev team couldn't decide which Death Egg to pick? Or maybe they thought "Death Egg Robot" sounded less vague or whatever than "Death Egg." I dunno.

    All I know is, this game. My goodness.

    This made my day. No joke.

    EDIT: Also, controls in full English.

    [​IMG]

    Okay, so I assume "Flippers" is for Casino Night. I USED to think "switch characters" meant something other than what it's likely for; switching between Modern and Classic in the HUB. Spring catapult is interesting. Join Hands is still unknown I suppose, unless you and your partner in missions hold hands to combine power I assume. Would also prevent Tails form being an idiot again, even though him failing all the time in Chemical Plant would indeed be a sight to see |D

    'NUTHER EDIT: Apparently there's another, seperate file called "LOADING." It's basically a top-to-bottom list of the stages, then "CASINO NIGHT" (no longer with a "Zone" at the end, curiously), "RIVAL BATTLE," "BOSS BATTLE," "SEGA GENESIS" (back in caps), "FINAL BATTLE" (not called Time Eater anymore :P), "? ? ?," and lastly "MOVIES." Everything but MOVIES has been seen before, and that's likely loading archived cutscenes. Why it has its own loading screen seems odd o-O

    moar edits: Well this is odd.

    [​IMG]

    Note what's written there. It only lists Sonic, Shadow, and Cream, out of the other many characters there, and it's been said by SEGA that only Sonic is playable. I wonder why. Its filename is ui_gameplay_word. Huh.
     
  14. Machenstein

    Machenstein

    Member
    830
    0
    0
    At this point, Sonic Team's goal with this game shouldn't be to recreate the classic physics 1:1, but to ensure classic Sonic feels fluid to control within the parameters of the level design. Even though classic Sonic is playable enough in the new demo, there are still some rough edges that need to be patched out. The player still has no control of classic Sonic when he bounces up from vertical springs, he can't build up enough speed on flat ground to run up loop-de-loops (yet modern Sonic can without the boost), and of course the rolling is still gimped. There is less input lag in the PS3 version now, but not enough to make classic Sonic's midair control as fluid as it should be.

    Could classic Sonic build up enough speed on flat ground to run up loop-de-loops in the June demo?
     
  15. Dusk Golem

    Dusk Golem

    Where Fear and Cryptic Puzzles lie... Member
    Full Time Eater code from the demo, ripped by JacktheInfinite101:

    Code (Text):
    1. <BossTimeEater>
    2.     <Category>
    3.           <AbsoluteRay>
    4.             <Param>
    5.                   <ColLength>50</ColLength>
    6.                   <ColRadius>3</ColRadius>
    7.                   <DelayTime>1</DelayTime>
    8.                   <LifeTime>3</LifeTime>
    9.                   <OffsetX>0</OffsetX>
    10.                   <OffsetY>0</OffsetY>
    11.                   <OffsetZ>0</OffsetZ>
    12.                   <Velocity>70</Velocity>
    13.             </Param>
    14.           </AbsoluteRay>
    15.           <Common>
    16.             <Param>
    17.                   <Agility>1</Agility>
    18.                   <AngDistance>5</AngDistance>
    19.                   <BoostSpeedRatioFar>0.7</BoostSpeedRatioFar>
    20.                   <BoostSpeedRatioMid>0.7</BoostSpeedRatioMid>
    21.                   <BoostSpeedRatioNear>0.7</BoostSpeedRatioNear>
    22.                   <ConflictView>15</ConflictView>
    23.                   <DebugEditFlag>false</DebugEditFlag>
    24.                   <DefaultSpeedRatioFar>1.2</DefaultSpeedRatioFar>
    25.                   <DefaultSpeedRatioMid>1.2</DefaultSpeedRatioMid>
    26.                   <DefaultSpeedRatioNear>1.2</DefaultSpeedRatioNear>
    27.                   <DistanceFar>80</DistanceFar>
    28.                   <DistanceMax>100</DistanceMax>
    29.                   <DistanceMid>60</DistanceMid>
    30.                   <DistanceNear>40</DistanceNear>
    31.                   <Rotating>1</Rotating>
    32.             </Param>
    33.           </Common>
    34.           <Damage>
    35.             <Param>
    36.                   <AwayMaxDistance>50</AwayMaxDistance>
    37.                   <AwayVelocityRatio>2.5</AwayVelocityRatio>
    38.                   <ContactOffsetX>0</ContactOffsetX>
    39.                   <ContactOffsetY>0</ContactOffsetY>
    40.                   <ContactOffsetZ>4.2</ContactOffsetZ>
    41.                   <FVCameraOffset>10</FVCameraOffset>
    42.                   <StandTime>3</StandTime>
    43.             </Param>
    44.           </Damage>
    45.           <DmAttackCommon>
    46.             <Param>
    47.                   <AttackOffsetDelta>12</AttackOffsetDelta>
    48.                   <CollisionDelay>1</CollisionDelay>
    49.                   <CollisionLength>10</CollisionLength>
    50.                   <CollisionRadius>5</CollisionRadius>
    51.                   <DelayTime>3</DelayTime>
    52.                   <VelocityXY>10</VelocityXY>
    53.                   <VelocityZ>30</VelocityZ>
    54.                   <WaitTime>0</WaitTime>
    55.             </Param>
    56.           </DmAttackCommon>
    57.           <DmAttackFV>
    58.             <Param>
    59.                   <LeftArmOffsetX>10</LeftArmOffsetX>
    60.                   <LeftArmOffsetY>5</LeftArmOffsetY>
    61.                   <LeftArmOffsetZ>-40</LeftArmOffsetZ>
    62.                   <LeftArmRotationY>0</LeftArmRotationY>
    63.                   <LeftArmRotationZ>0</LeftArmRotationZ>
    64.                   <RightArmOffsetX>-10</RightArmOffsetX>
    65.                   <RightArmOffsetY>5</RightArmOffsetY>
    66.                   <RightArmOffsetZ>-40</RightArmOffsetZ>
    67.                   <RightArmRotationY>0</RightArmRotationY>
    68.                   <RightArmRotationZ>0</RightArmRotationZ>
    69.             </Param>
    70.           </DmAttackFV>
    71.           <DmAttackSV>
    72.             <Param>
    73.                   <BackArmOffsetX>0</BackArmOffsetX>
    74.                   <BackArmOffsetY>0</BackArmOffsetY>
    75.                   <BackArmOffsetZ>40</BackArmOffsetZ>
    76.                   <BackArmRotationY>180</BackArmRotationY>
    77.                   <BackArmRotationZ>135</BackArmRotationZ>
    78.                   <FrontArmOffsetX>0</FrontArmOffsetX>
    79.                   <FrontArmOffsetY>0</FrontArmOffsetY>
    80.                   <FrontArmOffsetZ>-40</FrontArmOffsetZ>
    81.                   <FrontArmRotationY>0</FrontArmRotationY>
    82.                   <FrontArmRotationZ>-45</FrontArmRotationZ>
    83.             </Param>
    84.           </DmAttackSV>
    85.           <FVCamera>
    86.             <Category>
    87.                   <TypeDimension>
    88.                     <Param>
    89.                           <DistRatioFar>80</DistRatioFar>
    90.                           <DistRatioMid>50</DistRatioMid>
    91.                           <DistRatioNear>10</DistRatioNear>
    92.                           <DistanceFar>100</DistanceFar>
    93.                           <DistanceMid>60</DistanceMid>
    94.                           <DistanceNear>40</DistanceNear>
    95.                           <FovFar>60</FovFar>
    96.                           <FovMid>60</FovMid>
    97.                           <FovNear>60</FovNear>
    98.                           <OffsetFar>10</OffsetFar>
    99.                           <OffsetMid>7</OffsetMid>
    100.                           <OffsetNear>5</OffsetNear>
    101.                           <TargetOffsetX>0</TargetOffsetX>
    102.                           <TargetOffsetY>0</TargetOffsetY>
    103.                           <TargetOffsetZ>0</TargetOffsetZ>
    104.                     </Param>
    105.                   </TypeDimension>
    106.                   <TypeNormal>
    107.                     <Param>
    108.                           <DistRatioFar>80</DistRatioFar>
    109.                           <DistRatioMid>50</DistRatioMid>
    110.                           <DistRatioNear>10</DistRatioNear>
    111.                           <DistanceFar>100</DistanceFar>
    112.                           <DistanceMid>60</DistanceMid>
    113.                           <DistanceNear>40</DistanceNear>
    114.                           <FovFar>60</FovFar>
    115.                           <FovMid>60</FovMid>
    116.                           <FovNear>60</FovNear>
    117.                           <OffsetFar>10</OffsetFar>
    118.                           <OffsetMid>7</OffsetMid>
    119.                           <OffsetNear>5</OffsetNear>
    120.                           <TargetOffsetX>0</TargetOffsetX>
    121.                           <TargetOffsetY>0</TargetOffsetY>
    122.                           <TargetOffsetZ>0</TargetOffsetZ>
    123.                     </Param>
    124.                   </TypeNormal>
    125.             </Category>
    126.           </FVCamera>
    127.           <Grip>
    128.             <Param>
    129.                   <FVCameraPositionOffset>15</FVCameraPositionOffset>
    130.                   <FVCameraTargetOffset>5</FVCameraTargetOffset>
    131.                   <HomingTime>1.5</HomingTime>
    132.                   <HomingVelocity>20</HomingVelocity>
    133.                   <OffsetX>0</OffsetX>
    134.                   <OffsetY>-3</OffsetY>
    135.                   <OffsetZ>18</OffsetZ>
    136.                   <SVCameraOffsetY>8.5</SVCameraOffsetY>
    137.                   <SVCameraPositionOffset>33</SVCameraPositionOffset>
    138.                   <SVCameraTargetOffset>7</SVCameraTargetOffset>
    139.                   <VelocityControlTime>1.3</VelocityControlTime>
    140.                   <VelocityMin>40</VelocityMin>
    141.             </Param>
    142.           </Grip>
    143.           <HBullet>
    144.             <Param>
    145.                   <AccDelay>3</AccDelay>
    146.                   <AccLife>1</AccLife>
    147.                   <Angle>15</Angle>
    148.                   <FirstVelocity>15</FirstVelocity>
    149.                   <HomingLifeTime>10</HomingLifeTime>
    150.                   <Invalid>15</Invalid>
    151.                   <LastVelocity>40</LastVelocity>
    152.                   <LifeTime>10</LifeTime>
    153.                   <Num>8</Num>
    154.                   <Ratio>0.7</Ratio>
    155.                   <StartHomingTime>2</StartHomingTime>
    156.             </Param>
    157.           </HBullet>
    158.           <Motion>
    159.             <Param>
    160.                   <SmoothLinkTime>0.2</SmoothLinkTime>
    161.             </Param>
    162.           </Motion>
    163.           <Obstruct>
    164.             <Param>
    165.                   <AlphaTime>1</AlphaTime>
    166.                   <BoostVelocity>45</BoostVelocity>
    167.                   <DefaultVelocity>5</DefaultVelocity>
    168.             </Param>
    169.           </Obstruct>
    170.           <RestraintTrap>
    171.             <Param>
    172.                   <BoostVelocity>45</BoostVelocity>
    173.                   <ColRadius>2</ColRadius>
    174.                   <DefaultVelocity>5</DefaultVelocity>
    175.                   <DeltaRoll>270</DeltaRoll>
    176.                   <EffScale>1</EffScale>
    177.                   <OffsetX>-18</OffsetX>
    178.                   <OffsetY>0</OffsetY>
    179.                   <OffsetZ>10</OffsetZ>
    180.             </Param>
    181.           </RestraintTrap>
    182.           <SVCamera>
    183.             <Param>
    184.                   <DistRatioFar>10</DistRatioFar>
    185.                   <DistRatioMid>30</DistRatioMid>
    186.                   <DistRatioNear>20</DistRatioNear>
    187.                   <DistanceFar>100</DistanceFar>
    188.                   <DistanceMid>60</DistanceMid>
    189.                   <DistanceNear>40</DistanceNear>
    190.                   <OffsetFar>15</OffsetFar>
    191.                   <OffsetMid>10</OffsetMid>
    192.                   <OffsetNear>10</OffsetNear>
    193.             </Param>
    194.           </SVCamera>
    195.           <SelectAttack>
    196.             <Param>
    197.                   <SelectFlag>false</SelectFlag>
    198.                   <SelectIndex>0</SelectIndex>
    199.                   <SelectOption>0</SelectOption>
    200.             </Param>
    201.           </SelectAttack>
    202.           <SlowBurst>
    203.             <Param>
    204.                   <EffOffset>40</EffOffset>
    205.                   <Life>20</Life>
    206.                   <Speed>0.1</Speed>
    207.             </Param>
    208.           </SlowBurst>
    209.           <SunObject>
    210.             <Param>
    211.                   <SunAngVelocity>20</SunAngVelocity>
    212.                   <SunOffset>180</SunOffset>
    213.                   <SunRadius>140</SunRadius>
    214.             </Param>
    215.           </SunObject>
    216.           <TheSun>
    217.             <Param>
    218.                   <AppearMax>0.5</AppearMax>
    219.                   <AppearMin>0.05</AppearMin>
    220.                   <AppearanceRatio>0.1</AppearanceRatio>
    221.                   <FVCameraOffset>5</FVCameraOffset>
    222.                   <PlayerRotate>360</PlayerRotate>
    223.                   <PositionOffsetX>0</PositionOffsetX>
    224.                   <PositionOffsetY>25</PositionOffsetY>
    225.                   <PositionOffsetZ>20</PositionOffsetZ>
    226.             </Param>
    227.           </TheSun>
    228.     </Category>
    229.   </BossTimeEater>
     
  16. Andrew75

    Andrew75

    Technical Artist Member
    2,030
    107
    43
    Project AXSX(Sonic Xtreme) + Misc Projects
    With all the sonic Sonic Generations stuff being leaked .......
    May as well revel the New character that was just now found !
    Not sure what his name is, but he sure does look ..... uuuhhhhh Tweaked out.
    [​IMG]
     
  17. Mr Lange

    Mr Lange

    A wise guy eh. I know how to DEAL with wise guys. Member
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    "Flashing white shield thingy" doesn't hinder the gameplay in any way. It doesn't do anything except give you split second invulnerability for spiked enemies or small hazards. Its a very clean, quiet tactic that adds to the gameplay value more than anything.
    Look at the homing attack in Sonic 4. That has a lot of reason for gripe. It modifies your movement in a coarse, unreasonable way that doesn't agree with the actual gameplay mechanics, as if they were any good anyway.
    When you compare things like that its easy to filter fact from opinion. One is a welcoming unobstructive favor, and the other is an obnoxious compromising fault..
    That's why people would not be complaining about "white shield thingies" if it came out today, assuming Sonic gameplay was still being done right. It would be viewed exactly the same, as a merit and not a defect, because that's what it is, measurably, much more so than just fickle opinions souring with age. The "opinions" of older Sonic fans soured for real, substantial reasons, not just because things changed from then to now. You can actually measure with theory and numbers how Sonic gameplay today is worse in all ways. If you are ever uncertain, just remember to watch this again:
    http://www.youtube.com/watch?v=ze582VGaAkY
     
  18. JaxTH

    JaxTH

    Pudding Deity Oldbie
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    Jack shit.
    http://www.sonicretro.org/2011/02/guess-the-game-sonic-3-or-sonic-4/
     
  19. GeneHF

    GeneHF

    SEGA-ier than you'll potentially ever be. Site Staff
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    All this jibberish and nonsense has brought an important question to my mind:

    Is Sonic's Insta-Shield a skill for Classic Sonic? Because that would be all I need to make Classic Sonic perfect. Bless that move and how ridiculously broken it is.
     
  20. Mr Lange

    Mr Lange

    A wise guy eh. I know how to DEAL with wise guys. Member
    1,286
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    Lol I remember this, notice how one of the responses is from me.
    How do I put this... they didn't know what they had until it was gone.
     
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