- Group:
- Member: Members
- Active Posts:
- 15 (0.01 per day)
- Most Active In:
- Fangaming Discussion (6 posts)
- Joined:
- 03-December 09
- Profile Views:
- 2705
- Last Active:
May 30 2015 11:26 PM- Currently:
- Offline
My Information
- Member Title:
- -Karen sinks back into her hiding hole-
- Age:
- 17 years old
- Birthday:
- January 11, 1998
- Gender:
-
Female
- Location:
- Inside her hiding hole. o u o
Contact Information
- E-mail:
- Click here to e-mail me
- MSN:
-
[email protected]
- Website:
-
http://angelxwind.net/
Previous Fields
- Project:
- nds4ios, PPSSPP, Sonic World Runner
- National Flag:
- us
- Wiki edits:
- 33
Latest Visitors
-
Gaby2396 
11 Jan 2015 - 00:43 -
Catley 
20 Jul 2014 - 23:15 -
Xeta 
14 Jul 2014 - 18:09 -
NioZero 
29 Aug 2013 - 14:37 -
Dandaman 
19 May 2013 - 11:52 -
Extended Play 
17 May 2013 - 02:30 -
Emerald Spirit 
28 Apr 2013 - 04:39 -
Midway the Ec... 
21 Mar 2013 - 23:45 -
MainMemory 
04 Aug 2012 - 22:02 -
Sky The Destr... 
11 Jun 2012 - 19:06
Posts I've Made
-
In Topic: Sonic Generations - Unleashed Project v1.0 Available
23 March 2013 - 10:59 AM
1. There's a certain light-dash chain in Arid Sands that leads to a platform with a spring on it. Attempting to light-dash onto it will end up with Sonic slamming face-first into the platform and then falling to his death.
2. Playing it in Japanese mode ends up turning Jungle Joyride into ORANGE ROOFS. Screenshot here: http://puu.sh/2mx0o
3. Sometimes the game will attempt to homing-lock onto springs that Sonic cannot reach due to the angle he's hitting it at. Homing-attacking into it will just make him crash into the wall and spin indefinitely. Either that, or fall.
4. The laser-badnik battle (I have no idea what they're called) in Rooftop Run has a small issue with the quickstep lanes. (Sometimes a nonexistent 4th one will be created)
5. Random, unexplained hangs using FxPipeline (no idea if it happens with the non-FxPipeline renderer). Music continues playing, but it locks up just like that.
6. Homing-attacking into this yellow balloon in Rooftop Run will result in you being unable to homing-attack the one right after it, preventing you from reaching the platform above. Temporary workaround is to just jump into the yellow one, and then homing-attack the second one. Screenshot: http://puu.sh/2mznG
I'll get screenshots later. -
In Topic: Sonic 4: Episode 2 Discussion
19 May 2012 - 11:29 PM
So, I decided to piece together the 2 maps in Sonic 2: Episode II, and came up with this.
And yes, the space between the two maps really are just that abrupt. I captured it as it was in the middle of its blur transition, and got this.
Yes, it seems that the blur filter kinda fails and leaves 2 random bars un-blurred, but you can plainly see that the blur is covering up the abrupt change from the Episode I (or Episode Metal) map to the Episode II one.
Now, for the differences between Episode I's map and Episode Metal's:
Episode I's map: http://puu.sh/vHKh
Episode Metal's map: http://puu.sh/vHKF
Just open those 2 links in separate tabs (ctrl-click on most browsers if you're on Windows or Linux, or command-click if you're on OS X).
Ctrl-tab to switch between tabs so you can get a view of what changed. GIFs tend to kill quality, and only a handful of browsers (Firefox, IIRC) have APNG support.
The major changes I've noticed are that this mountain from Episode Metal is higher than the one used in Episode I, and the clouds on the top-left have changed, and consequently, the water reflection. Not a lot of changes, really.
And now for a slightly off-topic question: Why did Episode I get split into "Vista" (Sonic_vis.exe) and "XP" (Sonic_xp.exe) executables to begin with? The XP one runs fine here on Windows 7, so... -
In Topic: Those BlitzSonic Mario Maps
29 April 2012 - 01:56 AM
I updated the downloads for the Sonic Freerunner Engine, so here are updated archives:
SonicInMario - Sonic Freerunner Engine 1.3 (89.9 MB)
SonicInMario - Sonic Freerunner Engine 1.2 (54.7 MB)
SonicInMario - Stages Only (30.7 MB) -
In Topic: Sonic Generations Hacking (and More!)
12 April 2012 - 08:29 AM
Twilightzoney, on 12 April 2012 - 02:56 AM, said:Essentially you'd have to put together it yourself I would assume, and port the stages yourself. With the tools as they currently are, it wouldn't be so hard to do actually, but then again its a matter of people can do it. Since that way you'd have to own both copies of the game to do it. Plus it is just only "content files" not like you putting up the iso of it for people to just install.
So I'm not sure how to really go about doing that.
IIRC you guys said that the PS3 version of Unleashed has a different format, or is just simply different from the 360 version in such a way that using its files wouldn't work with the port. In that case, even if the user has a BD drive, how would it work for them? :V
Actually, I think you'd still have to distribute the files, seeing as you used the GIA from the Unleashed DLC, and the fact that the collision data has to be manually rebuilt, and so on. -
In Topic: Sonic Generations Hacking (and More!)
12 April 2012 - 02:16 AM
I'm curious though, how would you guys go about on releasing this once it's complete?
Unleashed's data files are already huge, so uploading (and downloading) it would be a huge pain already, for those with slower connections.
There's also the issue of legality. Keep in mind that this port is essentially aiming to deliver a fully playable copy of Sonic Unleashed, on the PC, for free. I know Sega's been pretty lax with the fangaming scene so far, but this might raise some flags.
Hopefully you guys can work something out. I've conceptualized a possible solution, but then quickly realized it wouldn't work for anyone with the PS3 edition of Unleashed.
Twilightzoney, on 12 April 2012 - 02:05 AM, said:
Falk, on 12 April 2012 - 01:28 AM, said:It was a joke intended in the line of "send me files asap plz"
Although if you really did want unsolicited constructive criticism, whatever editor you're using shouldn't frameblend, ghosting on top of the Hedgehog Engine's motion blur -> youtube encoding can make things look really bad (unless it's a 60->30fps folddown which is a completely different story, and 60fps at 1080p is pretty hard to achieve for outright video capture anyway)
That would explain a lot then why it looks so blurry that way! Since my original source videos do not have that affect at all. Thanks for letting me know, huge saver right there. I wouldn't have though Vegas does that re-sampling like that.
In Vegas, if you right-click on a clip, you have the option of disabling resampling. Resampling is the cause of the "blurry" effect of the videos it encodes.
Resampling is for situations in when the framerate of the source video is lower than the framerate of the Vegas project, then resampling will create in-between frames to fill in the "gaps."

Find My Content
May 30 2015 11:26 PM
Female