Unity can make use of multiple CPU cores. It all depends on if you use mono's threading mechanisms or not with your game (which in most cases, people don't for the game it's self, but do for things such as editor utilities). That, or you can do stupid shit like shoving your game code into a native plugin for Unity, and just use OpenMP or some shit. Unity's awesome simply due to it's open ended development workflow. If you know C#, javascript, or (to an extent) Python, you can use Unity, and (most of) the functionality that comes with Mono/.NET.
So Tristan makes a big deal about not putting this in Sega's face too much, then goes and emails their legal department about it to pimp up his next article. Ffs.
That's a shame man. You shouldn't quit your own project because of something like that. Unless by decent card you mean very expensive high end. Even then, why not move to a different engine? The screens you showed looked really great. Speaking of this whole video card thing, polygonjim is a bit right. The advantages of a ~$100 video card are great when you consider it's the price of a couple of console games. High resolution is where it's at
Well, truth be told it's not the only reason why it was cancelled (although it was a major contributing reason). Sonic XN was being produced in a time when the only engines that could produce professional quality graphics on a tight budget was the C4 Engine, or an even more bastardized version of Torque (anyone remember Torque Game Engine Advanced?) that was largely incomplete, and many people in the Sonic Community (at least here at s2beta before it became Retro and CulT at the time) didn't have Shader Model 2 capable video cards. C4's code is quite "clean" and nice to work with, but its rendering pipeline needs much more innovation as far as visibility determination, and it needs better static and dynamic batching as well. The end result was, while I was using a game engine that could produce very high quality results with very little money being put in for licensing, it would have only ran on a handful of people's computers. Now days though, I tend to use the Unity 3D engine, but mostly for creating shaders and little tools that I can then resell (and also use on contracts and the like). So while Sonic XN may be dead (and zombified a couple of times), I wouldn't mind working on a different 3D or 2.5D Sonic project, such as SFR.
On the topic of graphics power... laptops. People who only live on laptops just can't upgrade their card even if they wanted to. My machine is decent for games, it runs SFIV just fine at 800x600. But Remix.... even on lowest settings, the input lag. It looks just fine and doesn't jerk around at all, but the input lag is breaking it for me, and I can't just upgrage.
Ya thanks for the explanation. Up until stumbling upon this SFR project I wasn't aware of all of the Sonic fan games. So a future project by you would probably use Unity? Seriously..seeing all this cool art by you guys gives me the motivation to get better at 3D Deef..that's true. Unfortunately 'gaming' laptops are absurdly expensive and graphics cannot be upgraded
I'd rather not talk about any "future" projects I may embark on in someone else's project thread. Especially a project that I'm not involved in.
Arrrgh but remember that input problem in Unity that Mercury talked about. Seriously.... kill that with fire. I'm really bummed to watch this game run just fine, but feel it play soggy. If I fire up a Sonic 2 rom.... it's like glass and glue.
Did you tried to run at native resolution? When I ran at the native resolution, my laptop runs faster than at 800x600 :v:
Thought this would be in this threads interest. http://www.destructoid.com/jimpressions-sonic-fan-remix Jim Sterling of Destrutoid writes his "JIMpressions" of this demo, he comes out liking it. It's a decent read.
Coming from Jim Sterling, that is high praise indeed. He usualy berates the classic Sonic fans and for all intents and purposes hates the fanbase. Even more surprising is the comments are not as caustic as they tend to be. Think it's safe to say this demo just made the usual collective opinion of Destructoid eat their words.
He was still doing that. His stereotyping and truth-twisting bullshit makes it unbearable to read. Though, he says it's a HD remake of S2. That's not right, right? You guys are doing tropes from the other games as well? I'd have liked to see Marble/Marble Garden, and Mushroom Hill (when I imagine a game like this in my head, that's the level that first comes to mind).
I don't get how many people are saying they can't make out the bad guys in the game and are running into them. Sure the detail is very high, but I have had no problems making out anything and the eye candy adds a lot to the fun. But since this is a common complaint maybe it's a good idea for Pelikan to tone it down a little
Given that there's 3 acts in the released level and not just 2, as well as motobugs and other original bits of layout, I doubt it's a remake of Sonic 2.
I started out by playing in the default setting of Beautiful graphics, and I found it very difficult to concentrate on my character or see important things like Badniks and springs. Curious, I turned it all the way down to Fastest graphics, and unbelievably, I like the way it looks a lot more. I think it's those obnoxious shadow effects which really detract from the experience. So he's probably going to want to dial those down a bit.
Love the animations that come alone from Sonic's shoes, they bend like they are meant to. Words can't describe this demo, I hope it is not the end of it, would love to see some Sonic 3 inspired levels.
That guy obviously got this mixed up with Sonic 2 HD, another fan game in fact a community project. :v: As for the demo, I haven't downloaded it yet, and I'm surprised I haven't done so yet. But I'm pretty sure it's going to lag horribly, since I'm using a laptop and such but I have yet to try it.