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Sonic Fan Remix

Discussion in 'Fangaming Discussion' started by pelikan13, Mar 13, 2010.

  1. Deef

    Deef

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    @Vaiz
    Check the gloves and the mountains.
    Edit - Although comparing, yes there does appear to be some difference; trees and mountains.

    @Damizean
    Two moments come to mind based on what you just said about the badniks being off-screen:

    [​IMG]

    In this part of act one, if the player stood up on the higher platform to the right, the mashers/choppers never appeared even though they should have been jumping into the screen. I'm not 100% sure, but I believe jumping down would always find the badnik near the lowest point of his leap, as if he was indeed being reset already.

    In contrast with this example here:

    [​IMG]

    If you jump from this platform to the next on the right, the motobug's antennae should still be visible at the bottom of the screen, sliding left and right as he rolls along. But no, they just never appear even though his position continues to be calculated - if you jump down you can see that this time he was still moving as expected. I could get a reliable rebound off this guy. Vertical resolution doesn't change how much of the world you can see vertically (correct?), so I think this specific case occurs at any resolution.

    Anyway, two slightly different issues I think, just related to what you were saying.


    One other thing that comes to mind, unrelated, is the controls. Do you think you could implement the 3 separate jump commands again, like the Megadrive? I know it sounds like total redundancy but it isn't for the people who are spin-dash-happy. On the Megadrive and in emulators, you can piano roll the three jump buttons to power up a spin-dash. In SFR, even if you assign 2 keys to jump in setup, you still can't roll between the 2 because, I'm assuming, they are the same command. You have to release one before pressing the other, making the spin-dash quite cumbersome.


    Looking forward to the next release, in part largely due to the reaction it will receive from the public again. While everyone is learning to grin and bear the "new" Sonic gameplay, here's a much needed reminder of what we were used to, and what it could be. I think any criticism SFR receives is that of a higher level; beneath the blue tint and collision errors there is still the general impression that SFR really blows everything away. Without wanting to channel any more of the grim humour that comes from referring to Ken Balough or what Sonic 4 should have been, I have to say that SFR really is looking like the proverbial it when you compare it to Sonic 4. I play SFR and it really is classic Sonic made modern. It really feels right and like it contributes to the series in the way we've wanted all these years. It has that feeling, Sonic 4 doesn't. And with such good looks it will be great to see everyone remember what SFR is, again, on the next release. After trying to get used to Sonic 4, it will be a great "Oh yeah... we don't need to accept this s***!"
     
  2. 0r4ng3

    0r4ng3

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    Great. This will stop the Dimps trademark dick placement some enemies seemed to have.
     
  3. dsrb

    dsrb

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    This! It's certainly an improvement. :)
     
  4. Damizean

    Damizean

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    The pirannha badnik is completely animation driven - there's no physics script going on with them. So to save processing time, model animations on the pirannhas were disabled when they weren't on screen, causing what you just said.

    Yeah, MotoBugs didn't have any sort of deactivation mechanism going on, so they were moving all the time. I implemented the deactivation mechanism so they get disabled when the badnik is from a certain distance to the camera, so you'll probably be getting the same reliable rebound unless the badnik is really far away.

    `

    Yes, I also happen to piano roll the jump buttons for spin-dash, so that has been in since day 1.
     
  5. Deef

    Deef

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    Sweet. Sonic 2 jumping and piano roll spin dashing... they'll make a great improvement to the feel. Honestly the spin dash now will make it a lot easier to be really tough on the physics.
     
  6. Lapper

    Lapper

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    Sonic 2 Jumping? Difference?

    I can't wait to play this, it sounds like a good improvement, but if only it + - had distortion waterfalls.  
     
  7. Deef

    Deef

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    Sonic CD jumps differently to Sonic 1/2/3/K, which remove horizontal control when jumping from a roll. Sonic CD & SFR do not.
     
  8. nineko

    nineko

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    In Sonic 3 and in Sonic & Knuckles you can regain control if you use an elemental shield or the instant shield.
     
  9. DigitalDuck

    DigitalDuck

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    Or even just pressing a button in the air after jumping, regardless of whether it actually does anything else or not (ie. Super Sonic).
     
  10. Lapper

    Lapper

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    Sonic Studio, Sonic Physics Guide, Kyle & Lucy, Freedom Planet 2
    Oohhh... I figured out how this game handles the different layers!

    If Sonic is on a layer behind the main layer, he actually floats. Even better, if there is a corkscrew on that layer, he'll shrink (move back) to go inside it!

    Yep. Pretty cool, but I'd not have noticed if I never played it a 60fps, which I can only do at Fast and Smallest Res.
     
  11. OverlyEquipped

    OverlyEquipped

    OverlyEquipped Member
    I play through this and I enjoyed the rendition of Emerald Hill Zone, plus the graphics and visuals in this game looked amazing! Don't get me wrong though, but something just doesn't really feel right while playing it..
     
  12. Deef

    Deef

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    Try to explain that more... give some critical feedback.
     
  13. OverlyEquipped

    OverlyEquipped

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    Well I can't at the moment because I can't even re download another copy of it from the site nor find another other link for it so.. welp. Sorry, I wish I could.
     
  14. Nomad

    Nomad

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  15. Deef

    Deef

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    Colour version:
    http://sonicresearch.org/sonicfanremix/ (Torrent works only.)
    http://downloads.exophase.com/700/sonic-fan-remix/
    http://www.megaupload.com/?d=08TWJPYC

    Noir version:
    <a href="http://www.btscene.com/details/2297491/Sonic+Fan+Noir+Remix.html" target="_blank">http://www.btscene.com/details/2297491/Son...Noir+Remix.html</a> (Only bother with the torrent.)
    http://www.atomicgamer.com/files/88485/son...o-noir-edition# (Works, but a 5 minute wait to start.)


    Edit - Cool stuff Nomad. I'm sure they'll get to that Eyefinity issue at some point. Lol @ the end.
    Honestly I know it gets a lot of praise but I still feel like SFR doesn't get half the praise it deserves. It is such a modern-gen good looking Sonic 2 zone right there.
     
  16. Nomad

    Nomad

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    I figured this would be one of the first eyefinity demo videos I'd do because SFR is seriously one of those awesome moments. Finding out that it works at any resolution blew my mind. I also use it as a tool to generate softTH config files for people who can't use eyefinity/surround/triplehead2go.
     
  17. Mad Echidna

    Mad Echidna

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    doing it right! so cool
     
  18. Perfect Chaos Zero

    Perfect Chaos Zero

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    Would anyone mind if I offered up a mirror of SFR for any who need/want a speedy direct download solution? I'd be more than happy to host it on my web space.
     
  19. ShadowsofYesterday

    ShadowsofYesterday

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    Any chance of an update on this? I've been leaving this thread open in my browser for the past couple of months now.
     
  20. Deef

    Deef

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    I was literally about to ask the same thing. Hankering.