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Sonic Generations Megathread II WORD ON THE STREET: IT CAN'T BE BEAT

#3361 User is online Captain L 

Posted 13 September 2013 - 05:57 PM

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Well, that's really weird. I'm currently going back through the game and completing all the challenges, and the last time I played, I had just finished the last of City Escape's levels. I go into the game's folder to be sure that I don't have any mods installed, and I see a backup copy of the game that looks like it was made before the last time I played. A little strange since I don't remember seeing it before, but I didn't worry. I start up the game, and notice a lot of the songs I had unlocked were missing. Confused, I look around, and eventually find out that it's using the save from what looks like right after I originally beat the game. All the levels are completed, but not many of the challenges are, and I don't have as many Red Rings. The really confusing part is that I still have Endless Possibilities, which I'm sure I unlocked while doing the challenges.

What's the problem, and how do I fix it? I already cheated some of the Steam achievements by playing Unleashed Project, I'd rather not cheat any more.

#3362 User is offline Roller 

Posted 14 September 2013 - 03:15 PM

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Hey guys... a little bit more troubleshooting. I recently (ie: Today) built myself a gaming PC with an AMD Raedon HD graphics card, Windows 8, an AMD Phenom II Processor and 8GB RAM. The game starts fine, and I can load levels- but touching springs and dash panels ends up causing the game to hang and become unresponsive (opening up the pause menu and triggering a Windows USB disconnect sound, which suggests to me it might be an issue with my wired Xbox 360 controller for PC), which means I have to force-close it. I was wondering if there's any documented solution(s?) or whether it's a very simple driver problem?

Sorry if this isn't 100% on-topic.

EDIT: Sorry, it turned out to be a problem with using a USB extension cable and the rumble function at the same time. Removing the extension cable and connecting the USB directly to the port solved all issues.
This post has been edited by Roller: 01 November 2013 - 07:56 AM

#3363 User is offline Master Emerald 

Posted 01 November 2013 - 06:01 AM

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Try playing with a keyboard and see if it's the controller.

Hey!

I've bought Sonic Generations 3DS. Classic sonic feels a lot better than the PC version, even the springs are solid and there's no 'one button spindash' from the PC version.

Time Eater 1000000x better, someone should look into recreating that!

I have to say the game got a lot better when I started to use the D-Pad instead of the Circle Pad, same for Lost World. I even bought a hand grip just to use the D-Pad better because of that.

#3364 User is offline Josh 

Posted 11 November 2013 - 01:14 AM

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Yeah, Generations 3DS got kind of a raw deal. I don't think it's nearly as bad as most people, though it's still nowhere near what it could've been. It's obviously a rushed product. A lot of foolish or time-saving decisions seem to have went into it. And yet, I still have fun with it, at least on most levels. I don't know how to explain that exactly.

But Time Eater is most CERTAINLY a huge improvement!

#3365 User is offline Commando Beta 

Posted 11 November 2013 - 06:07 AM

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It's definitely more sparse than the HD version. I don't even mind the Rush-style gameplay (although when Classic Sonic gets the homing attack it kind of makes him feel a bit redundant) but man some of those levels are just bare-looking.

I know this is a mod but this video got me thinking:



Were Sonic Team originally planning on porting the original Crisis City level at one stage, or utilizing more elements from it? A lot of the stuff in this video is pretty much spot-on as to how it was in the original, like with the tornado chasing Sonic, the Mach Speed sections (minus the ability to use the boost to break through enemies/boxes) etc. What do you guys think?
This post has been edited by Commando Beta: 11 November 2013 - 05:34 PM

#3366 User is offline Master Emerald 

Posted 12 November 2013 - 04:35 PM

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Who wants to see some 60fps footage of the 3DS version?

Thanks to Melpontro for uploading 720p videos using his capture device on the 3DS!

Spoiler

This post has been edited by Master Emerald: 12 November 2013 - 04:36 PM

#3367 User is offline Aerosol 

Posted 12 November 2013 - 04:49 PM

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No data received on that link. Again, try?

#3368 User is offline Master Emerald 

Posted 12 November 2013 - 04:52 PM

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Mediafire went down, it was having problems today. I'll host it on my dropbox for now.
This post has been edited by Master Emerald: 12 November 2013 - 04:54 PM

#3369 User is offline Covarr 

Posted 12 November 2013 - 04:56 PM

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The biggest reason for something like Sonic to run at 60fps isn't so it'll look good, but to give the player a greater chance to react and reduce the time between a button press and its effect on screen. Converting the footage after the fact, though it looks kinda cool, really doesn't serve this purpose at all.

#3370 User is offline Master Emerald 

Posted 12 November 2013 - 05:18 PM

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Of course editing some footage wouldn't make the game better or anything because the purpose is to create an 'what if' feeling. Games are only games when we can PLAY them.

And no, people say that but that doesn't make sense to me. While 60fps has twice the chances for inputs by the user, the human brain reacts slower than that, you can see by watching this video at 0,5 speed, Melpontro takes time to boost or to use the homing attack even though it looks 'fine' on the original footage. There's an entire subject on the matter called mental chronometry.

The main advantage of 60fps is how you actually perceive your surroundings better and you can estimate the jumps better, the jitter makes it harder because there is less 'movement'. The argument of 'no time to react' on 30fps is flawed as the multiplayer is 15fps and the worst part is not the input but how you can't jump precisely where you want because you can't actually know WHEN to jump to reach the point you want. Anyway, as I said, even if I agreed with you, editing footage doesn't help because we can't interact with it :P

Anyway here's the dropbox link :P (please click on 'download' because the player only displays 30fps)

EDIT: Mediafire started working again!
This post has been edited by Master Emerald: 12 November 2013 - 05:35 PM

#3371 User is online TimmiT 

Posted 22 November 2013 - 11:22 AM

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Quote

Thanks to the people at @TriDef3D I was able to experience Sonic Generations in the Oculus. I was NOT expecting to experience what I did.

Quote

Sonic Generations in the Oculus is akin to the best disneyland ride you've ever been on on crack.

https://twitter.com/...829691439542272
https://twitter.com/...830000438083584

Oculus Rift support incoming.

#3372 User is offline Lanzer 

Posted 22 November 2013 - 12:59 PM

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Jesus christ, and I play with this mod sometimes for kicks:


If I play this with Oculus Rift I'll suffer somekind of whiplash-seizure or something. :v:

#3373 User is offline Cooljerk 

Posted 07 June 2014 - 04:53 PM

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put together my new PC last night and decided to try out Sonic Gens to see if those pesky problem areas in CPZ were gone. Indeed they are now gone, I get a solid, never-dipping 60 FPS even underwater.

EDIT: Also tried playing Sonic Gens on my phone, and while the step down from 60 fps to 30 fps was jarring, it was completely playable.
This post has been edited by Cooljerk: 07 June 2014 - 04:53 PM

#3374 User is offline Sploit 

Posted 07 June 2014 - 05:41 PM

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Sonic Generations on your phone? How?

#3375 User is offline Cooljerk 

Posted 07 June 2014 - 05:48 PM

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View PostSploit, on 07 June 2014 - 05:41 PM, said:

Sonic Generations on your phone? How?


set up a wifi direct connection to my host PC as an 802.11ac dual wireless ad hoc network, then used Kainy to push the display to my phone, I'm getting sub-1 frame latency atm. I had been using a Moga Pro Power before, but Sonic Gens made me realize that communicating through the network to the host PC induces an additional frame of input lag, so I switched to using a PS3 controller directly connected to the host PC via bluetooth. Just grabbed a GameKlip online to hold my phone on my DS3.

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