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Posts I've Made
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In Topic: SADX/SA1 Hacking/Modding
18 July 2015 - 01:43 PM
Dude, on 27 June 2015 - 09:17 AM, said:From what I've been able to figure out so far, if Sonic is facing away from the camera, it will slowly rotate until it is directly behind him, targetting a point in front of him. If Sonic is facing the camera, it will slow it's turning rate, eventually coming to a stop if he runs straight at it. Once he stops, it will resume trying to get behind him again.
No, I mean, camera stops to wait for Sonic to go through a loop, and camera behaviour depends on gameplay type (normal, plane, fishing) and even a gimmick (icicle, cart, avalanche, shark). How does it work? Are there some trigger brushes and different camera logic for that? -
In Topic: SADX/SA1 Hacking/Modding
27 June 2015 - 07:02 AM
How does a chase camera work in this engine? -
In Topic: Revisited SA1 for first time in years
13 December 2014 - 08:56 AM
Dude, on 10 December 2014 - 02:15 PM, said:Transparency effects are one of the most fickle things Sonic Adventure. You'll notice that emulators always have a really hard time with it, and ports tend to screw them up as well.
I'm not sure what it is but something about them just makes them unweildy to work with. Then again, even in modern games translucency can be tricky to work with.
Is this because of hardware Order-Independent Transparency on Dreamcast?
Dude, on 10 December 2014 - 02:15 PM, said:Try dealing with it in Unity sometime and you'll discover a bunch of quirks that make you want to pull your hair out.
Well, Unity is certainly not an example of modern engine I'd bring up. I've spent much time reading how old school HL modders throw a crap to it. -
In Topic: Revisited SA1 for first time in years
10 December 2014 - 07:09 AM
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In Topic: Revisited SA1 for first time in years
07 December 2014 - 01:50 PM
It's actually an interesting question. Can a number, or better, an area of reused assets be counted for both games?
Dark Sonic, on 07 December 2014 - 12:50 PM, said:Sonic adventure 1's "rehash" as you put it makes sense though. All the characters are on their own adventure, but they visit the same locales since they all take place in the same area and their stories overlap. SA2 though is lazy. It reuses assets to make clone levels. Sure, some of it makes sense since they're in the same area, like prison island, but even then they're similar enough that'd SA1's approach would almost make more sense. Mission street, radical highway, both car levels use the same assets.
SA2 writer even noticed in interview, how they had to scrap a couple of cutscenes to release a game in time, which was 3 months after console died. Reusing assets also means less need to reload things from a disk.
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