I wasn't bothered to delete all the other levels in the game because I spent 10 minutes hashing together that demo? =3 EDIT: FML...there was a beta build in that demo as well. Some lucky 40 people now have a prototype.
Shortest demo I've ever played. I like the feeling of the game. The rotation on the sprites depending what angle the hill is must have been a tough to program. And the Sonic CD Camera works alright. Although the level was short, it seemed like classic Sonic design. I give it two thumbs up. :>
There are 23 mp3s in the demo apparently. Guess all of that adds up. Also the physics and game mechanics have definitely been much improved over the last time I tried this out. Keep at it and you'll have something really good.
I kept it short to keep bitching to a minimum. I would have thrown in act II but I didn't want to put up with everyone bitching about the boss since I still have yet to fix the collision box. Besides, you've already played sonic 1 :P EDIT: Deleted extra stuff to get it to 30 megs
Oh Stealth, why must you tease us? :P STEPHEN DANGIT STEPHEN!! Why can't I read anymore!? :specialed:
So being one of the lucky people to download a beta as well, I had a good play through it today and I must say it is going to be spectacular when it is completed. Without a doubt, it's the most fun I have had with a fan game, period.
So, after leaving my opinion on the layout that was sampled before in picture form and now playing the level, I no longer have any problems with it... Well, almost. The few death pits at the bottom, under the water are annoying, but at least they aren't a problem most of the time; I only went underwater once and died down there. Sonic also feels a little heavy, as some people have mentioned, and he doesn't stand on platforms properly, sort of puts his feet in them. I also found my self hugging rocks while trying to spindash off them. Anyway, enough of a few niggles I noticed. On to the good. A solid layout that has a nice vibe to it. I like the flying enemies, they look rather cool and the music works well with the environment. I came out of this with a smile, so good job. One thing I will say though; why did installing it automatically put an icon on my desktop? I know it's for ease of use or whatever, but I only noticed it after I'd finished and thought it was kinda useless. You can easily make a shortcut yourself if you want one.
The camera in Damizean's engine is a little sloppy. I happen to be a little motion-sick as well. ...and that's my avatar!
Needs moar vsync. A lost frame every here and there is far better than tearing. But it's great so far. I really liked the stuff in the beta also.
In the options menu there is another "MOAR CLASSIC" camera available. I sort of stripped the Demo of everything so no one could be like "O SHT DUR IS A BUG N LYBRANTH ZOEN WUR ROBOTNIK WONT MOEV". Since its...uh...unfinished =P But feedback is good. It helps me see how to polish what I have done. Keeper comin!
Will there be a full screen mode in the final? Everything is wonderful, but I don't like the tiny screen.
I was using a 360 controller, and selecting 'joystick 1' in the controls was not a problem - it picked it up, I didn't even need to configure the buttons! As for your actual question, Sonic seems a little heavier, and as such, when momentum is gained, Sonic seems to jump further than he used to when he had a similar momentum in the old games. Overall though, there was nothing wrong with the way he handles, it's only marginally different, like what you may expect in a hack - modified slightly from the original. If that isn't the case Hez, please correct me. There already is a fullscreen - Alt+Enter