I know it's a digital game, but is there a chance before the games release, a public demo would come out? Or will we just have to wait until the full game?
You know, I secretly hope that a private beta will magically appear in the Tech Lounge (and/or in the Pro User forum on SSRG) when the release time approaches, for beta testing and whatnot, but there is nothing like that as of today. I know my reputation has been tainted but I'd gladly sign all the NDAs in the world for that, so I'll keep on hoping. After all, it would make sense for Sega to obtain beta testing for free from the highest-level members of the Sonic community *wink wink nudge nudge*
After all the awesome fan game demos that have come and gone over the years, I couldn't deal with being teased like that again. (Even knowing it's a commercial game that will get done, instead of canceled like most fan games are.) A public demo would be interesting to see, though. If one does happen, maybe it'd be best saved for nearly on the game's release, because we all know this whole community will nitpick it apart at novel-length, and leave no stone left unturned or uneaten in the process. :v:
Just out of curiosity, what happened to the RetroSonic engine that could easily export a program for Linux and Mac OSX? It's not as though we have to build only for Windows.
Rewatching videos of different players has me noticing that the centisecond timer seems to start from a different value for every player, probably as a recurrence of the bug in the Sonic CD remake that started the centisecond timer from its previous value even in between stages. It was a pain in the butt back in Sonic CD to get a "good" centisecond value to start a time attack on, and I pray that it's not going to happen again. I don't want such a straightforward bug to exist after six years. :s The former speedrunner in me is wincing. Oh, but I'm in love with everything else, of course. :P
FYI, this has been fixed. The reason it took so long to notice is a) To the naked eye it's not noticeable (the HUD is 0 ' 00 " 00 when the act starts and only when the clock begins does it jump ahead) b) the issue was never with the centisecond timer, one of the engine's internal timers wasn't set to 0 on restart.
What gets ported to where is still up to the publisher, regardless. Remember when people asked why the Sonic remasters weren't on PC and consoles? Taxman said it wasn't their call, iirc.
New footage of the demo thanks to PC Gamer. The highlight is they take a route in Studiopolis that has not been shown off yet. http://www.youtube.com/watch?v=ce9TPPuIHk8
I wouldn't worry about it too much, since like Taxman said, we're basically looking at the "Nick Arcade" version of Sonic Mania. If this build gets leaked out, can we call it that? :v:
Thanks for the response to my admittedly pedantic observation. I know most people don't care about something so minor, but the fix is definitely appreciated.
No, it was never featured in Nick Arcade so it would be wrong to call it the Nick arcade build. Name it after where it first showed up. If I recall right it was Summer of Sonic.
Nice. Studiopolis is really pushes its paths to crisscross and the way it plays with the physics. Also is it me or does the spindash seem to have some inconsistent launching speeds? Sometimes the player revs once and goes extremely far, other times he charges and it looks like its not even close to that other launch speed.
Gotta agree about Studiopolis. I'm not even hugely in love with its colours/style, but its level design just looks fantastic. Up there with the best of them in my opinion, from what I've seen. 2:04 - There's that no-control-lock moment. Edit - "Up there with the best of them"... To be honest, I feel like it's better than any 2D Sonic level design I've seen. I know that's a bit hype to say but that's really the impression it gives me. There are options everywhere; it really appears to have more complexity and choice than any of the Megadrive zones, yet clearly gives the player more direction and flowing runs than Sonic CD.
It would be nice if the demo shown in the exclusive events get released so people who can't attend or aren't from USA can play it...
Eh, I'd reserve my judgment for now both because it has several glaring issues (specifically Studiopolis) and it's a wip build.
I never realised how much it bugged me only hearing the ring collect sound when every other ring was collected. It's most noticeable during GHZ.
Possibly caused by recording only one channel of audio? (The ring sound usually alternates between left and right.)
It's amazing how we now have several Green Hill and Studiopolis playthroughs, and there's still some areas of design that we still haven't seen yet. In the recent PC Gamer, at 1:30 with the halfpipe and swinging platform in Green Hill. I think there's probably only one or two playthrough out there that's actually continued up the halfpipe to check out what's over there, everyone else goes back down to the main path. I think there's only been one playthrough that shows the underground Act 1 segment too. Studiopolis is especially killing it here on the paths, especially with how well they fit into the mold of the level structure (as Tiller noted with how the crossing level paths and physics are walking hand-in-hand here). I don't think I've seen anyone go further left at the beginning of the section at 4:30 in the video (with the KC bumpers and the downward slope, placed a layer behind the main route below it a la Chemical Plant's long slopes). There also seems to an entire segment above that path that nobody has gone up to either. Then there's the higher-placed slopes you need a good jump to reach at 5:53 and 6:20 respectively that nobody has reached, as well as the pit below the ramp at 7:10 nobody has went inside (granted, that could simply be a rare bottomless pit, but who knows?). New screenshots / trailers of the game, let alone the game itself, can't come soon enough for me.