Sonic 2 HD General
#47
Posted 24 June 2014 - 02:13 PM
I don't want to put bad taste in this project, and I certainly don't want to sound like a complete asshole, but I don't trust any engine that is not made by someone who absolutely knows what they are doing, like our tech members, or Nemesis, or Taxman, or Stealth, or Saxman, or Mercury, or, I don't know, even me, and even L0st himself; people who have thorough knowledge and experience on how Sonic 2 works, and who is capable of porting Sonic 2 and making a game which is 1:1 with the original (technically speaking).
What I'm trying to say is, I certainly wouldn't want an HD remake of something, which does not play anything like the original work. I would rather have a 100% accurate engine running with less than subpar graphics, but still accurate and enjoyable, than have ultra spectacular graphics running on a game that plays like any of these Sonic fan games made in any of these Game Maker/Flash/Multimedia Fusion engines. In other words, I want an accurate port. With HD assets.
However, this is a game that can be played by two persons (pun not intended): I'm, too, making my own Sonic 2 HD (oh my, another unintentional pun, haha). Well, not really: our project is a little more ambitious than that. I have the entirety of the Sonic object from Sonic 2 ported to C++, encapsulated in a pretty nice class, with variations to Sonic 1, 3, Knuckles and Chaotix. My top priority is absolute accuracy with the original games. In fact, if one is to play simultaneously this engine with the original emulated game using the same input, both games play equally the same (and recorded inputs work in the same). Perhaps mine is not as 1:1 accurate, but that is just because I fixed various problems that the orignal Genesis engine had, and improved it whenever and wherever possible: for example, I implemented my own collision system using vectors instead of the 16 bytes heightmasks; when a collision is detected, the character doesn't penetrate the wall at all, instead of being pushed off of it as the original games do (which can generate some pretty... interesting results on the Genesis game, due to the way the it is implemented on the player movement routine, changing the player's speed, allowing the player to zip through a level if performed in certain conditions). I don't have any graphics for it, but I have a theoretical representation of Sonic 2 and Emerald Hill Zone, represented with data, to test accuracy.
In other words, make me impressed by how your game plays and feels, and not by how your game looks.
#48
Posted 24 June 2014 - 02:17 PM
#49
Posted 24 June 2014 - 02:19 PM
Endri, on 24 June 2014 - 02:13 PM, said:
I don't want to put bad taste in this project, and I certainly don't want to sound like a complete asshole, but I don't trust any engine that is not made by someone who absolutely knows what they are doing, like our tech members, or Nemesis, or Taxman, or Stealth, or Saxman, or Mercury, or, I don't know, even me, and even L0st himself; people who have thorough knowledge and experience on how Sonic 2 works, and who is capable of porting Sonic 2 and making a game which is 1:1 with the original (technically speaking).
What I'm trying to say is, I certainly wouldn't want an HD remake of something, which does not play anything like the original work. I would rather have a 100% accurate engine running with less than subpar graphics, but still accurate and enjoyable, than have ultra spectacular graphics running on a game that plays like any of these Sonic fan games made in any of these Game Maker/Flash/Multimedia Fusion engines. In other words, I want an accurate port. With HD assets.
However, this is a game that can be played by two persons (pun not intended): I'm, too, making my own Sonic 2 HD (oh my, another unintentional pun, haha). Well, not really: our project is a little more ambitious than that. I have the entirety of the Sonic object from Sonic 2 ported to C++, encapsulated in a pretty nice class, with variations to Sonic 1, 3, Knuckles and Chaotix. My top priority is absolute accuracy with the original games. In fact, if one is to play simultaneously this engine with the original emulated game using the same input, both games play equally the same (and recorded inputs work in the same). Perhaps mine is not as 1:1 accurate, but that is just because I fixed various problems that the orignal Genesis engine had, and improved it whenever and wherever possible: for example, I implemented my own collision system using vectors instead of the 16 bytes heightmasks; when a collision is detected, the character doesn't penetrate the wall at all, instead of being pushed off of it as the original games do (which can generate some pretty... interesting results on the Genesis game, due to the way the it is implemented on the player movement routine, changing the player's speed, allowing the player to zip through a level if performed in certain conditions). I don't have any graphics for it, but I have a theoretical representation of Sonic 2 and Emerald Hill Zone, represented with data, to test accuracy.
In other words, make me impressed by how your game plays and feels, and not by how your game looks.
Not much to add, but I'd like to just point out that the physics in Tax's Sonic CD remake are not 1:1 accurate either
Falk, on 24 June 2014 - 02:17 PM, said:
I believe what he's saying is that talk is cheap, demonstration is hard.
#50
Posted 24 June 2014 - 02:28 PM
Cooljerk, on 24 June 2014 - 02:19 PM, said:
#51
Posted 24 June 2014 - 02:30 PM
Until I see any major development, I'm just writing this one off. Actions speak louder than words.
#52
Posted 24 June 2014 - 02:38 PM
Endri, on 24 June 2014 - 02:28 PM, said:
Cooljerk, on 24 June 2014 - 02:19 PM, said:
I can point to a number of spots in Sonic CD where my timing fails where it wouldn't normally fail in the sega CD release. Whether it's physics or whatever, the point is the game isn't 100% accurate with regards to how the Sega CD version plays, and it significantly alters some of my level-to-level strategies.
EDIT: And this isn't meant to be a knock on Tax, just an admission that the games play differently.
#53
Posted 24 June 2014 - 03:04 PM
Falk, on 24 June 2014 - 02:17 PM, said:
Strictly speaking there was no Sonic 2 HD team to talk to a year ago, because the project was dead. People were willing in to step with the programming shortly after the mess surrounding that last release, but they were turned away because moral was so low at that point. You've got to have motivated artists too!
#54
Posted 24 June 2014 - 03:12 PM
#55
Posted 24 June 2014 - 03:23 PM
#56
Posted 24 June 2014 - 03:33 PM
#57
Posted 24 June 2014 - 03:38 PM
Aren't you just fishing to see what peoples' reactions would be.
#58
Posted 24 June 2014 - 03:43 PM
steveswede, on 24 June 2014 - 03:12 PM, said:
Hez, on 24 June 2014 - 03:23 PM, said:
#59
Posted 24 June 2014 - 04:35 PM
Endri, on 24 June 2014 - 03:43 PM, said:
Oh what I said wasn't aimed at anyone specifically as a form of criticism, it was just an observation of people's definition of accurate physics. You had to explain in lengthy detail what you meant by accurate which made me realize that I should make the effort to avoid using "accurate" when taking about physics that are not like for like and use something like "traditional" to avoid confusion and lengthy explanations.
BTW thanks for the comment on my music, I'm glad to know you appreciated it.
#60
Posted 24 June 2014 - 04:49 PM

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