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The Sonic the Hedgehog 4 Megathread

Discussion in 'General Sonic Discussion' started by Scarred Sun, Apr 7, 2010.

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  1. Solaris Paradox

    Solaris Paradox

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    On my butt in front of the computer. Where else?
    I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
    JKO was attempting to refute the images I'd relayed to the Sega forums showing Sonic crouching on those slopes. It was a refutation, not a defense.
     
  2. PC2

    PC2

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    Various Artwork & Music, :smug:
    Honestly, I don't know whether to laugh or cry at the fact that someone spent that much time with this.

    Still, just because it uses the same engine, it doesn't mean it plays the same. I mean, Ristar and Sonic 1... :v:

    EDIT: I thought this was being built from the ground up? Of course the physics are different...
     
  3. 0r4ng3

    0r4ng3

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    Yes. The only thing that it proves is that Sonic 4 has an engine that works similar to Rush on those slopes. In terms of physics, standing on that slope besides small angles is ridiculous, for all classic Sonic, Rush or 4.

    I mean no insult and I thank the person for the proof. I just find the physics on the classics are upstanding yet he can stay there in a 45 degree (standing on air no less) while S4 physics suck because he doesn't fall at all a bit ridiculous. I suppose it's just the tip of the icerberg as far as physics in S4 is concerned though.
     
  4. Solaris Paradox

    Solaris Paradox

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    On my butt in front of the computer. Where else?
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    Ristar used a Sonic engine?
     
  5. Clutch

    Clutch

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    For a really extreme example, I seem to recall reading that F-Zero GX started with the engine from Super Monkey Ball.

    Of course, that level of difference doesn't seem to be the case here at all.
     
  6. OSM

    OSM

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    I like how the Japanese site doesn't have any speed boosters anywhere, but the actual game has them all over the place in each act. Like others have said, the web designer is a much better level designer.
     
  7. Solaris Paradox

    Solaris Paradox

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    On my butt in front of the computer. Where else?
    I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
    I also like that one big roundish slope at the beginning, how you can either run down it to some alternative path not shown in the background, or take a massive high-speed leap off it onto that platform above the slope.

    In fact, barring maybe a need for improved badnik use and some adjustment to the placement for some of its platforms, the level design in the background looks like bona fide classic Sonic gameplay. I wonder who designed it...?
     
  8. LOst

    LOst

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    I was just thinking about that!

    But comparing engine like this is starting to be ridiculous.
    Sonic 4 is forced to live with the flaws of the Sonic Rush engine. It should be a fact by now. It isn't build like the old games, so that they can do faster releases (faster to construct those slopes) and save money (what to say here? Blah!).

    No, Ristar is another engine. I have checked it out a few years back. Especially the water level, to see if the water was handled better than Sonic 3, or Sonic CD. (Sonic 1 and Sonic 2's water code has bugs) Answer to that was no, it wasn't the same code, so I couldn't compare and get a result.


    Finally I want to say that Dimps have never been the optimizing experts. They kinda waste system resources. For example in Sonic Advance 2, the backgrounds were so heavy they had to turn them off during multiplayer (a few of them). Especially the beautiful Hot Crater background, will be completely non-animated during multiplayer. The other waste is the meta blocks for the Advance series being composed of 12x12 tiles, which requires some divide instructions to scroll, something the GBA doesn't have, and must be emulated.
    Wasting resources is something you can do on powerful embedded systems (like super arcade machines, Neo-Geo arcade machines comes into mind). I wonder how Sonic 4 will measure in performance between the different systems it will be released for...?
     
  9. Tobibrocki

    Tobibrocki

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    Yep, especially the iphone version should be of interest when it comes to performance! I hope it really actually comes for that, should be fun at the very least! :)
     
  10. glem3

    glem3

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    Woah woah, where did you get that rush screenshot? I've tried to stand there on rush and it's not possible, he just falls down.

    Edit: Yeah, what a lie. He just found a glitch and posted it as if they were the game's normal physics. Well here are the real physics, in video form:



    Notice how he can't stand still on that angle?
     
  11. Solaris Paradox

    Solaris Paradox

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    On my butt in front of the computer. Where else?
    I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
    Counter-attack!

    Solaris Paradox uses YouTube video!



    It's super-effective! :specialed:
     
  12. glem3

    glem3

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    Yes, but when he stands still on that wall, he can't crouch there.
     
  13. Solaris Paradox

    Solaris Paradox

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    On my butt in front of the computer. Where else?
    I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
    And that matters?
     
  14. ICEknight

    ICEknight

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    I think I got lost in what each of you is trying to prove exactly.
     
  15. glem3

    glem3

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    It's a glitch, which is why his feet are spazzing (but the shield covers it up). In sonic 4, it wasn't a glitch, he was clearly standing on the wall. In sonic rush it's a pretty clear glitch where he stands still and his feet start spazzing.

    If he can't crouch, that means it's technically too steep for him to stand on, since he rolls into ball which means he must be moving. So he can't stand on the wall in rush, but can in sonic 4.
     
  16. Solaris Paradox

    Solaris Paradox

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    On my butt in front of the computer. Where else?
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    How odd...

    EDIT: "So what does this suggest about the engine," Solaris asked, turning to the people gathered in the Sonic Retro forums who actually had a clue what they were talking about.
     
  17. Guess Who

    Guess Who

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    All this protractor usage and video arguing and whatnot just show how nitpicky you guys are being. Seriously, can we talk about this game without shitting ourselves over the exact slope angles and whether or not he can crouch there? Honestly, you guys, unless you're intentionally standing still on slopes for the sake of it you aren't going to notice this stuff.
     
  18. I was just showing how similar that Sonic 4 was to Rush's engine in comparison to the classics.

    I don't know what those two were trying to show...
     
  19. ICEknight

    ICEknight

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    I thought it was an interesting conversation about the game engines.


    Until I got lost.
     
  20. glem3

    glem3

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    Well from the looks of those slopes it looks like rush is closer to the classics than sonic 4. What I'm saying is that in rush you can't stand still and crouch at an angle as extreme as sonic 4 unless it's a glitch.

    Edit: God, it's not that complicated. In rush you can't stand at as far of an angle as you can in sonic 4. I was trying to prove that picture was complete BS, and it is.
     
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