Now just port some more objects, the boss, and do a playable EHZ tech demo :P
***Tech Demo First Release!*** Discuss the latest tech demo, report bugs etc
#196
Posted 20 September 2008 - 03:05 AM
Well what can I say that hasn't been said already... the engine is just excellent. It does feel like a port, which is indeed a sign of a good job.
Now just port some more objects, the boss, and do a playable EHZ tech demo :P
Now just port some more objects, the boss, and do a playable EHZ tech demo :P
#197
Posted 20 September 2008 - 01:28 PM
Hello
I would like to congratulate you on this wonderful release, you lot are realy onto something with this! keep it up 
I wouls like to not that this runs between 50-60 fps on my pc with the 4X version and around 45fps for the 1x version.
The specs of my pc are as follows:
CPU: Sempron 3000+ (1.8Ghz)
RAM: 1GB DDR (400mhz)
GFX: Nvidia Geforce 6200
Screen: 32" hanspree HDTV
Max resolution: 1360x768
Its a shame that I cant run this tech demo in full screen, and I know its pre-alpha, so im asking if it would be possible to support many different full screen resolutions at lots of different aspect ratios 4:3 16:9 and 16:10, so that when it is released as many people as possible will be able to enjoy this in full screen, if its possible of course.
Don't get me wrong this tech demo is very very good. sonic's animations and art are spot on, the physics are spot on , the music... again is spot on, if you lot can pull this off. It will probably be one of the more popular freeware games made on the internet, if not the most popular (im getting ahead of myself now aren't I XD)
Anyways, im off to play some more and I will report any bugs that I see
I wouls like to not that this runs between 50-60 fps on my pc with the 4X version and around 45fps for the 1x version.
The specs of my pc are as follows:
CPU: Sempron 3000+ (1.8Ghz)
RAM: 1GB DDR (400mhz)
GFX: Nvidia Geforce 6200
Screen: 32" hanspree HDTV
Max resolution: 1360x768
Its a shame that I cant run this tech demo in full screen, and I know its pre-alpha, so im asking if it would be possible to support many different full screen resolutions at lots of different aspect ratios 4:3 16:9 and 16:10, so that when it is released as many people as possible will be able to enjoy this in full screen, if its possible of course.
Don't get me wrong this tech demo is very very good. sonic's animations and art are spot on, the physics are spot on , the music... again is spot on, if you lot can pull this off. It will probably be one of the more popular freeware games made on the internet, if not the most popular (im getting ahead of myself now aren't I XD)
Anyways, im off to play some more and I will report any bugs that I see
This post has been edited by Hodgy: 21 September 2008 - 06:15 AM
#198
Posted 20 September 2008 - 02:19 PM
Hodgy, on Sep 20 2008, 02:28 PM, said:
its a shame that I cant run this tech demo in full screen, and I know its pre-alpha, so im asking if it would be possible to support many different full screen resolutions at lots of different aspect ratios 4:3 16:9 and 16:10, so that when it is released as many people as possible will be able to enjoy this in full screen, if its possible of course.
Oh I believe they will consider aspect ratios when the game is finished, and not just as an add-on-easter-egg type of thing.
#199
Posted 20 September 2008 - 04:56 PM
Thanks again guys! 
Stay tuned, surprises are not finished yet.
Stay tuned, surprises are not finished yet.
#200
Posted 21 September 2008 - 05:38 AM
Awesome, with one major problem. My monitor's native resolution is 1680x1050, and while running it in fullscreen works, it stretches everything unpleasantly. Is there any chance the final version could support black bar on the sides to make the aspect ratio correct?
Other than that, good work! The physics felt 99% solid, and everything else felt good. Can't wait for further releases. Guess I'll have to follow this project again now.
Other than that, good work! The physics felt 99% solid, and everything else felt good. Can't wait for further releases. Guess I'll have to follow this project again now.
#201
Posted 21 September 2008 - 06:44 AM
Whoa - I am really surprised by how good this is already! I was sceptical at first but you've convinced me that this can work well. The best part is that it really does feel like the classic Sonic engine. As long as you keep the game as faithful to the original as it is right now then you're on to a winner. If only I had any kind of artistic or musical talent so that I could contribute!
#202
Posted 21 September 2008 - 01:56 PM
Are there plans for optimizing or open sourcing the engine down the road? It would be a shame to significantly limit the potential audience for the game by demanding such steep requirements. And I can't possibly see why such system specs are required - this is still at its core a 1992 game, with the same basic logic, only with more detailed graphics; it should easily run on any PC from the past five years.
I mean, to put this in perspective: the Mega Drive could store 2048 8x8 tiles at once. If we're charitable and assume the VRAM was full of those tiles that need upgrading, and assume 32x32 tiles and 32 bits or 4 bytes per pixel, we get 2048 tiles * (32*32) pixels/tile * 4 bytes/pixel = 8388608 bytes or exactly 8 megabytes of video RAM, plus the negligible requirements from everything else that fit in the Megadrive's 128kB RAM+VRAM. And yet I see the game using 200MB RAM for a small nonscrolling area? That's over an order of magnitude away from where it should be.
And regarding art criticism, if you release something to great fanfare and then make efforts to promote it around the Internet, you can't protest when those people then offer their opinions on it. If you don't want people criticizing a tech demo, then don't make a wide release of it. Though personally, I'm rather a fan of the art; my only complaint would be that the ocean looks a bit too photoshop filterry and featureless.
I mean, to put this in perspective: the Mega Drive could store 2048 8x8 tiles at once. If we're charitable and assume the VRAM was full of those tiles that need upgrading, and assume 32x32 tiles and 32 bits or 4 bytes per pixel, we get 2048 tiles * (32*32) pixels/tile * 4 bytes/pixel = 8388608 bytes or exactly 8 megabytes of video RAM, plus the negligible requirements from everything else that fit in the Megadrive's 128kB RAM+VRAM. And yet I see the game using 200MB RAM for a small nonscrolling area? That's over an order of magnitude away from where it should be.
And regarding art criticism, if you release something to great fanfare and then make efforts to promote it around the Internet, you can't protest when those people then offer their opinions on it. If you don't want people criticizing a tech demo, then don't make a wide release of it. Though personally, I'm rather a fan of the art; my only complaint would be that the ocean looks a bit too photoshop filterry and featureless.
#203
Posted 21 September 2008 - 03:23 PM
Great Job so for on the tech demo.
Seeing sonic at that resolution is very inspiring.
I was curious. Has any thought of adding extra frames of animation been considered?
Apologizes if this has already been addressed.
Seeing sonic at that resolution is very inspiring.
I was curious. Has any thought of adding extra frames of animation been considered?
Apologizes if this has already been addressed.
#204
Posted 21 September 2008 - 04:50 PM
I'll repeat what's been said many many times.
The requirements were a extremely rough guesstimate.
also I think Vincent or someone has worked on a couple extra frames.
The requirements were a extremely rough guesstimate.
also I think Vincent or someone has worked on a couple extra frames.
#205
Posted 21 September 2008 - 05:17 PM
Well, it's only thanks to your tests that we found out the "real average" required specs and display problems!
About HD Sonic frames, there are no extra compared to the original!
The only new added stuff on Sonic were the sweat drops in the Extreme-Balancing frame (which I animated as a personal creative liberty).
Its good reception, made me plan NEW frames and extra details which I'm now adding to the Uber-Standing pose. (and here I must thank all the various extreme-critics, for pointing out the far too limited color range for million colors use)
Tech Demo 1.00 was pressed due deadlines, but It needed to come out also if incomplete.
Besides..
Quote
also I think Vincent or someone has worked on a couple extra frames.
About HD Sonic frames, there are no extra compared to the original!
The only new added stuff on Sonic were the sweat drops in the Extreme-Balancing frame (which I animated as a personal creative liberty).
Its good reception, made me plan NEW frames and extra details which I'm now adding to the Uber-Standing pose. (and here I must thank all the various extreme-critics, for pointing out the far too limited color range for million colors use)
Tech Demo 1.00 was pressed due deadlines, but It needed to come out also if incomplete.
Besides..
#207
Posted 21 September 2008 - 05:50 PM
Quote
About HD Sonic frames, there are no extra compared to the original!
The only new added stuff on Sonic were the sweat drops in the Extreme-Balancing frame (which I animated as a personal creative liberty).
The only new added stuff on Sonic were the sweat drops in the Extreme-Balancing frame (which I animated as a personal creative liberty).
Does this mean the other balancing animations aren't going to be included? Like the balancing on one foot and such? Because someone asked this before and didn't get a response.
This post has been edited by D.A. Garden: 21 September 2008 - 05:56 PM
#208
Posted 21 September 2008 - 06:00 PM
Poor Sonic! 
Why removing all his other balancing stances?
Besides jokes, as stated many times ALL the original frames will be remastered, than new frames will be added.
Why removing all his other balancing stances?
Besides jokes, as stated many times ALL the original frames will be remastered, than new frames will be added.
#209
Posted 22 September 2008 - 02:28 AM
Rolken, on Sep 22 2008, 04:56 AM, said:
And I can't possibly see why such system specs are required - this is still at its core a 1992 game, with the same basic logic, only with more detailed graphics; it should easily run on any PC from the past five years.
It does run easily on any PC from the past five years, or at least all the computers that I have access which are all >= 5 years old.
Rolken, on Sep 22 2008, 08:35 AM, said:
Good question. I would mind hearing an answer, too. A few pages back somebody said it was just vista (or something to do with vista), but the memory used by the demo is basically the same on windows as vista.
#210
Posted 22 September 2008 - 04:22 AM
Ran pretty well on my quad core Vista PC with 2gb RAM, though there were some parts where it lagged a bit. Full screen mode worked but the aspect ratio was messed up - I have a 16:9 monitor. Oddly, it barely stressed the system at all - only one of the cores was about 60% the rest were almost idle!
This post has been edited by Tom41: 22 September 2008 - 04:24 AM

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