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Sonic "Forever" Alpha - Released

Discussion in 'Fangaming Discussion' started by BlazeHedgehog, Apr 2, 2012.

  1. Crasher

    Crasher

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    For some weird reason, I enter the code, and it doesn't load the stage. Even if I wait 5-10 minutes.

    Any reason for this?
     
  2. BlazeHedgehog

    BlazeHedgehog

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    Are you entering the code on the right screen? Are you entering it immediately when the screen first starts?
     
  3. Azu

    Azu

    I must be stupid. Member
    I have bad experiences with April Fools.
     
  4. Crasher

    Crasher

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    Yes, I am. I'm entering the code on the 'Hack Detection' Screen. I enter it when it comes on. I hear the ring sounds, but it never actually loads. I've done it two times with Modern. But apart from that, nothing else.
     
  5. Candescence

    Candescence

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    The stupid thing doesn't actually load unless you press another key - Enter usually does the trick.
     
  6. Crasher

    Crasher

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    K. Will try it now.

    Edit: HOLYSHITTHISGAMEISAWESOME.
     
  7. Chaud

    Chaud

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    Nice game! It's interesting to play as classic Sonic and then, run agains myself as modern. :v:

    Just one thing. For some reason, I can only play the first act. No matter how many times I play it. It seems to randomly load de second one sometimes, but never the 3rd. What I'm missing here?
     
  8. Jimmy Hedgehog

    Jimmy Hedgehog

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    Wow, Modern was pretty damn smooth to play as, and really fun in a 2D plane which I found to be good. Classic felt awesome to play as too, as did Super. The game flows really well, love how the physics are and I look forward to seeing more ^^ Though as above I can only do the first act, not seen the second as of yet.
     
  9. TheInvisibleSun

    TheInvisibleSun

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    This is great so far. A few of questions though,

    Does the Metal Sonic skin work yet?

    What's the difference between the Sonic 3 moveset and the 'Forever' moveset?

    Before the stage title card comes up, a 'YES NO' screen pops up for a split second before the stage starts. What is that?

    This is awesome so far Blaze. I actually like how modern sonic plays, as well as the level design. Gecko's music is great so far too.

    + - Also, what code unlocks Act 3? The Sonic 3 level select? EDIT: Strangely, this just unlocks Act 2 again, just like the S2 Beta does, unless one has a boss at the end or something...  
     
  10. BlazeHedgehog

    BlazeHedgehog

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    Act 3 feature right now, because it's using an updated version of the engine and it was one of those "feature creep" quick little hacks I'm prone to doing (it's just re-using the Metal Sonic skin from ghost races).

    This is more obvious in Act 3 because I left some at the start for testing purposes, but it changes what shields are available. "Forever" has all four shields, "Sonic 3" just has the elemental shields with a special algorithm that goes through and converts the regular Sonic 2 blue shields in to elementals.

    This is because one of my more nitpicky beta testers whined that the Sonic 2 shield doesn't really have a purpose anymore in light of the elemental shields offering the same functionality with more contextual uses. That's also why the Sonic 2 shield enables a wider-radius instashield (or "flash attack", whatever you want to call it).

    That's for time trial/ghost race stuff. If you select to record a time trial ghost, the yes/no menu comes up at the end. If MMF's struggling to load a level, you see all that stuff pop up before the actual game starts. I might have fixed it in Act 3, not sure.

    As for accessing Act 3... + - S3&K has its own level select code, doesn't it? ;)  
     
  11. Blivsey

    Blivsey

    Charismatic Sonicaholic Member
    http://www.youtube.com/watch?v=HuoIF9-Flww
    check dat skill :v:

    Also, I'm having trouble figuring out Act 2. I've found Acts 1/3, but 2 is nowhere to be seen. Incidentally, the game stopped me in the middle of UDDDU (the S&K/S2 lock-on levelselect code) to give me Act 3.
     
  12. TheInvisibleSun

    TheInvisibleSun

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    It a code that you no longer need to do in a split second's time for it to work. :thumbsup:
     
  13. Blivsey

    Blivsey

    Charismatic Sonicaholic Member
    So why make the S3 code the code for the second act? That's just silly.
     
  14. synchronizer

    synchronizer

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    I can't play this in Wine because of a "hack detection screen" that pops up. How nice. Would someone post a video that features a full playthrough of the alpha game?
     
  15. TheInvisibleSun

    TheInvisibleSun

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    Well, the S2 Beta code gets Act 2 as well. I think its just to screw with people who thought the Sonic 3 code would logically work for Act 3, as the others correspond to their respective numbers.
     
  16. Blivsey

    Blivsey

    Charismatic Sonicaholic Member
    Kinda figured it was some weird logic like that. How did everyone else manage to get Act 2 before I did? I figured it out eventually, but really. That's one convoluted AFDjoke/shotatS2HD you got there, Blaze.

    By the way, speedrunning is fucking awesome. I'm particularly satisfied with my Act 1 run for Knuckles, minus the derp after the halfway point.
     
  17. BlazeHedgehog

    BlazeHedgehog

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    Act 1:
    [​IMG]

    Act 2:
    [​IMG]

    Apologies if your times are listed wrong, I think there was a weird counting bug with time trial ghosts during races specifically that I only just recently fixed a few weeks ago (and thus is only fixed in Act 3 for now - really need to get to porting Acts 1 and 2 to Act 3's version of the engine).

    I did beat you in both cases, though. But I only beat you in Act 2 by a second or two. Of course, I'm massively out of practice in Act 1 and Act 2, so. :v:

    Try this one on for size.
     
  18. Blivsey

    Blivsey

    Charismatic Sonicaholic Member
    My Modern skills aren't exactly flattering, I'll admit. Gotta practice up. And yeah, I noticed the time trial ghost problem, too. I wonder how you implemented it, because it seemed as though my ghost was losing a lot more rings than I did while recording, but it didn't desync otherwise. This game also has a similar problem to SBTS, what with the timer continuing for a second or two after hitting the signpost.

    Act 1 Modern: 32"65
    Act 2 Modern: 26"29

    Also, I'm sure you know all the best paths, Blaze :rolleyes: You should totally package some basic speedruns with the game, in lieu of "Press Start" demos.
     
  19. Deef

    Deef

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    Not everyone remembers to implement the most important part of the insta shield. :(


    Good game though. I especially like the improvement to how the lightning shield looks.
     
  20. BlazeHedgehog

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    What is the most important part of the instashield? The one in this game extends Sonic's reach, and if you time it just right, reflects projectiles.

    Edit: Meant to reply to this hours ago

    Basically, Damizean's original ghost recording system only kept track of button presses, but despite his best efforts, things would still desync. I completely re-wrote it in Sonic Forever so that it keeps track of just about everything. What buttons are being pushed, the player's X/Y, angle, velocity, current animation number, current animation frame, score, time, rings, etc.

    Even if something desyncs, the replay will follow the exact identical path the player did. So if, for example, dropping rings desyncs, it doesn't matter, because it will always have the correct ring amounts. It's probably the best a Sonic Worlds fangame can manage.

    The time trial bug came because as you noted, time keeps running until the score tally comes up. Recording works so that as long as time is running, it's recording input. When it came time to calculate the results for a ghost race, Player 2's (the ghost) time would be based off of the final frame in the replay file, which was usually anywhere between 2 and 10 seconds after they had actually finished the level.

    Meanwhile, Player 1's time would be based off of what the clock was at when they touched the end sign.

    So now, in Act 3, even if the clock keeps counting up until the score tally comes on screen, the replay time it records is based on the moment you finished the level.