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Sonic The Hedgehog 2006: 2D Yep, Title pretty much says it.

#16 User is offline Campestre 

Posted 09 July 2011 - 01:12 PM

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As the title says, it's Sonic 2006, in 2D! Dude, I'm curious, those Sonic 3d model animations are bitmap or actually 3d models?


#17 User is offline Vinchenz 

Posted 09 July 2011 - 01:40 PM

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I don't see anything wrong with them not making it a "classic" styled game.

However, by the looks of it, it is exactly as the title says. Sonic '06 in 2D. I mean, I hate the game but even I recognize that the layout is exactly the same thing from the 3D game but in 2D. The level design was great in '06 but in 2D it just looks too linear. Even worse, Sonic seems to control as gimped as he does in the 3D version.

I dunno, I guess I'll try it out if it's ever finished.

#18 User is offline Namo 

Posted 09 July 2011 - 02:13 PM

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I think you'd be better off not. Jumping and the homing attack are mapped to the space bar, where as all of the other maneuvers are mapped to the C key. All of them. The stomp, the light speed dsah, the kick and the spin dash are mapped to the C key, and the game is totally stupid when it comes to deciding which one you want to do. I accidentally stomped into the abyss when I meant to do a light speed dash over it. You also have to be perfectly still to charge a spindash or else you just kick.

It wouldn't be as bad as it sounds if you could re-map the controls. What idiot decided on spacebar and c?

#19 User is online Azukara 

Posted 09 July 2011 - 02:28 PM

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Movement is choppy, automation is 90% of the game, all the problems listed above by Namo, the spinjump doesn't hurt enemies (only the homing attack), Spindash is broken, healthbar enemies are redundant... All these issues are flat out game design flaws that were in the original Nextgen and for some reason the developers thought these were good things. I can't really wrap my head around this fact.

#20 User is offline Greg the Cat 

Posted 09 July 2011 - 02:57 PM

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QUOTE (Azukara @ Jul 9 2011, 02:28 PM)
Movement is choppy, automation is 90% of the game, all the problems listed above by Namo, the spinjump doesn't hurt enemies (only the homing attack), Spindash is broken, healthbar enemies are redundant... All these issues are flat out game design flaws that were in the original Nextgen and for some reason the developers thought these were good things. I can't really wrap my head around this fact.

You offered help to make a better game and they refused. We may as well just get over the fact that they love Sonic 06 that much..... And the implications of fans of 06's anything quite frankly appalls me.

#21 User is offline Chimpo 

Posted 09 July 2011 - 03:14 PM

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QUOTE (Namo @ Jul 9 2011, 12:13 PM)
I think you'd be better off not. Jumping and the homing attack are mapped to the space bar, where as all of the other maneuvers are mapped to the C key. All of them. The stomp, the light speed dsah, the kick and the spin dash are mapped to the C key, and the game is totally stupid when it comes to deciding which one you want to do. I accidentally stomped into the abyss when I meant to do a light speed dash over it. You also have to be perfectly still to charge a spindash or else you just kick.

It wouldn't be as bad as it sounds if you could re-map the controls. What idiot decided on spacebar and c?


Sounds more a Sonic and the Secret Rings remake than an 06 remake.

#22 User is offline BlazeHedgehog 

Posted 09 July 2011 - 07:43 PM

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This new trailer looks a lot more stiff than their old one did. Good on them for being accurate, I guess, but they probably shouldn't be replicating flaws. :p

#23 User is offline Elratauru 

Posted 12 July 2011 - 05:19 AM

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Well, I suppose I'll wait to play the demo thing before doing some criticism (I cant right now, got web develop. class in about 30 minutes :P) but that trailer didnt look bad at all... I mean, like people said, there may be some flaws when replicating a flawed engine/game design.

Also, I may be the only one thinking this, but isnt that Sonic player object way too small for the whole screen? :P It may be kinda subjective, but I feel that's its too small... the backgrounds look kinda nice and I love how big these are though.

I'll comment properly about it later I suppose~~

#24 User is offline BlazeHedgehog 

Posted 12 July 2011 - 06:37 AM

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I played the demo a handful of times and all I can say is that they are striving for accuracy. Which, if you can't guess, that means they're even trying to replicate flaws in Sonic 2006, just stopping short of flat out replicating bugs.

Controls are somewhat stiff, feature no traditional sense of momentum whatsoever, and frequently get you killed for kind of reasons you would expect (light dash, bounce attack, spindash, and flip kick are on the same button). The Kingdom Valley level on offer is heavily scripted - with some creative spindashing you can complete more than half the stage without ever touching the d-pad.

The only way to deal with enemies is via homing or bounce attacks. Jumping in to them, as one would expect from Sonic 2k6, simply damages you. Enemies are lined up in groups, requiring a flurry of jump-button-mashes to clear them. More powerful enemies are just as annoying as ever, as having to hit them twice (or more) feels absolutely pointless in a game that lacks any sort of combat depth whatsoever. I have to admit, though, the 2D plane makes kicking boxes in to enemies a valid method of attack, and is genuinely amusing to do.

The 2D Kingdom Valley tries to adapt the 3D version as closely as humanly possible. If you're familiar with that stage, you'll pretty much know what to expect here - not that it would matter either way, as there are no branching paths, no exploration, and hardly any secrets beyond a couple of shortcuts.

To say that it's bad would feel a bit harsh, however. At the very least, it may offer a (slightly different) glimpse at what Sonic 2006 might've been like if the game had the appropriate amount of polish. Because, I mean, I didn't fall through the floor or encounter any glitches. That's a plus, I suppose.

But yeah. Super weird. I remain morbidly curious to see where this ends up.
This post has been edited by BlazeHedgehog: 12 July 2011 - 06:43 AM

#25 User is offline Retroman 

Posted 16 August 2011 - 05:20 AM

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my idea to show the 3d stage in 2d would be some perspective effects (like in knuckles chaotix) where the player moves towards the screen in a stage, giving the illusion of 3d...

Could be a good idea for 2d sonic 06

#26 User is offline Lanzer 

Posted 04 September 2011 - 11:24 AM

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From badog2002's youtube comments:

Quote

badog2002 (23 hours ago)

Hey guys, thanks for your patience (well, some of you :P)
Just wanted to say we're getting very close to finishing Sonic's story!
And for those of you who want some details, we've recently been working on improving previous levels, as in updating the engine, graphics improvements and stuff like that, and we're about 95% finished with the regular levels. Right now the focus is on improving the bosses, which we just started.
We're nearly there then, so just cross your fingers we won't have too many problems and the full Sonic story is just a few weeks away :)


Looks like he will be releasing a segment of the game soon.

#27 User is offline Chimera 

Posted 08 September 2011 - 12:03 AM

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I... Really don't see a point in this. If you're going to remake Sonic 06, that's one thing. In 2D, that's a little bit of a streatch that can be done if executed right... But to litterally SHIFT S2K6 to 2D- as in, not improving on one aspect of it whatsoever (art wise especially; those robots look as emotionless as ever), is just... Unneccessary and time consuming for a project that'll only be very roughly enjoyed at least, if at all, since some bugs weren't programmed in. But those are a select few. I can only imagine how far the sky gem will throw people now...

That said, I honestly don't have any care for this. You offering to help them with superior gameplay and them shutting that down is just cemented evidence that this is going to suck, since people who love 06 fail to realize that what made the classics fun was the gameplay itself—Classic doesn't mean old, it just means vintage. And quite frankly, the vintage gameplay in 3D with some modern twists to it—even if this was done in 2D—would be pretty damn awesome if you add in some creative level design. But this? No. Improve it or it's not really worth anything except for fanboys :|

View PostGreg the Cat, on 09 July 2011 - 01:05 PM, said:

I'd rather them lose fans like you than bring out another Adventure game.


Eh, a little harsh but I mostly agree.

EDIT:

View Postsonictopfan, on 09 July 2011 - 11:15 AM, said:

I understand why many people don't like it but I think they're being unfair with it, I believe I'm speaking for the majority here when I say if the game was given more time it would've made a really great game.


If the final release was actually a later build than the damned demo at E3 with its actually finished aninations, dynamic lights, and non-ass physics, along with using a better Sonic model and animations a la Unleashed's style, scrapping the somewhat crappy story and (more of a personal nitpick) making you collect the Time Stones in the story instead so Chaos Emeralds could be a side quest that unlocks Super Sonic (and maybe the end of the game) and made Mach Speed sections more like Unleashed/Colors/Generations and less like "Press A to not die... Sometimes" then yes it would have been a good game.
This post has been edited by Chimera: 08 September 2011 - 12:11 AM

#28 User is offline RGX 

Posted 08 September 2011 - 04:42 AM

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Sonic 2006 would not be my ideal choice to make a fan-game based off of but whatever floats your boat.... However, I am impressed into how much detail and work has been done into these demos. Obviously, you can tell this isn't a poorly made game. A lot of attention has been put into the details such as the pre-rendered title screen, exact replica of the menus, to the faithful control scheme & game-play and even the loading screen. Not only the physics and the level layouts feel very faithful to the actual game, but so do the enemies' behavior patterns. Only thing that isn't faithful is the lack of multiple bugs and glitches. :P

I understand this game is meant to remain faithful to the original, so asking things such as changing the level design or game-play mechanics is obviously out of the question... So I will be considerate in my criticism.

Lets start with the title screen, the frame-rate of the looped background animation seems like its missing frames and is moving way too fast... The inclusion of Sonic next to the logo feels very tacked on and non-faithful to the title screen. As well as the "2D". I don't like the look of it and in my opinion would look better in a larger size in consistency with the logo on the right side.

Next, I feel the stage scenery is very un-lively. Kingdom Valley is a very windy stage, you have things such a leaves blowing into the air, flying hawks in the sky, trees moving from the wind, moving waterfalls and even moving grass. None of this appears in the demo. Another thing that really stood out was the inconsistency of the textures. Some textures were higher quality then others and the lower res textures stood out like a sore thumb.

Up next is the stiffness of the enemies. They need more frames of animation, with much looser movement. They are way to stationary and stiff. Not to mention the whale in Wave Ocean.

Also, is full screen possible? I've been trying to enable it and it doesn't work for me. I tried enabling it through the configuration file as well and it just doesn't work.

Overall, its Sonic 2006 in 2D (except less glitchy). Its very faithful in game-play, level layouts and a lot of work has been put into it. Not to mention the game-play feels much more solid then the actual real game. I wouldn't mind seeing this finished, its neat, nothing spectacular or original but does show a lot of effort.
This post has been edited by RGX: 08 September 2011 - 04:46 AM

#29 User is offline Namo 

Posted 10 December 2011 - 01:33 PM

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So, it's done, apparently.



I think. It only contains Sonic's story but I recall them saying that's what they were going for.

#30 User is offline snow toilet 

Posted 10 December 2011 - 01:38 PM

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Heh, I never heard of this.
Even still, it looks exciting considering I've never played through Sonic 06 that much.

There was another Sonic 06 remake out there that played just as good as this looks.

It's always nice to see a completed game.
This post has been edited by snow toilet: 10 December 2011 - 01:39 PM

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