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TIGSource ForumsPlayerGamesSonic stuff: generation, CD, (WII U rumor)
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SirNiko
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« Reply #40 on: June 09, 2011, 02:23:06 PM »

Maybe they're trying to get away from the physics on purpose for some reason? Maybe they're concerned that complex physics are unattractive to their target market. The ability to stop on a dime and insta-dash make the game easier, and when you don't have to worry about using bumps in the terrain to get a little extra oomph in your jump it's a lot less work to master the levels.

It might also simply be difficult for them to program into the game and make work?
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PowRTocH
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« Reply #41 on: June 09, 2011, 04:12:52 PM »

It might also simply be difficult for them to program into the game and make work?

 Huh?
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Ishi
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« Reply #42 on: June 09, 2011, 11:25:16 PM »

I wanted the physics to be right in Sonic 4. In this I'm happy for it to be along the same lines as Colours, which was enjoyable.
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gimymblert
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« Reply #43 on: June 21, 2011, 08:29:23 AM »

Quote from: chimpo on sonic retro
Alright. lets get this shit out of the way:

Classic Sonic:

He's heavier than Modern Sonic. A lot heavier. This takes some getting use to but after a while you get a hang of it. Jumping is a lot better than its ever been since the Genesis days. It's not perfect but it's not Sonic Rush either. Bouncing off badniks functions more like a double jump than it did in the original game. No matter how high you bounce on them from you always jump back at a fixed height. I actually like this change because it was used extensively in the level design. Now my second biggest problem is the rolling.

Like I said before, it's completely useless. It shouldn't even be there if that's how its going to work. I tried numerous the demo numerous times to try and in numerous locations. I tried it the Genesis way and the Sonic 4 way (hold forward while rolling) and no matter what, Sonic would eventually slow down. I found a sweet ass steep hill with a loop there and tried rolling. Still nothing. It's worthless and you're better off spin-dash canceling than rolling if you want to go down those hills fast.

My biggest problem with the game is not the controls. It's the scripted events. I'm sure we've all seen numerous videos where Sonic goes down the S Tube, runs over a crumbling floor, hits a yellow spring and is launched back down into the pit to hit another spring. I'm sure a lot of us thought we could hit that but unfortunately its scripted and there is no way out of it. Another event happens at loop before the mountain. A lot of the springs in the game are fixed as well. Jumping on them causes your horizontal control to be locked until a certain point so you can't get that extra distance from the climb up that you normally would. This was very annoying in one section of the level where you hit a yellow spring to get to a swinging platform above you, but just to the right of you there's a breakable platform you can run on and use to get to another spring that will let you get past the platform section. These fixed events are annoying and just take control away along with the enjoyment.

I didn't get to try out Modern Sonic too much but it felt like a much more refined version of Unleashed and that's a good thing.

If they can reduce the number of scripted events and make rolling on its own actually useful then Classic Sonic would be absolutely perfect. It may not be Genesis Perfect but it's damn close and damn well enjoyable. Pre-ordering the shit out of it.
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kidchameleon
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« Reply #44 on: June 21, 2011, 10:47:20 AM »

Looks interesting. Although the last Sonic game that was ever "right" was Sonic and Knuckles.
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gimymblert
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« Reply #45 on: June 21, 2011, 04:21:17 PM »

http://www.youtube.com/watch?v=2p0TvWgJW2Q&feature=player_embedded#at=152

Turn out sonic team put multiple path on modern gameplay too
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Ishi
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« Reply #46 on: June 22, 2011, 11:15:24 AM »

Apparently there's a demo out tomorrow on XBLA and PSN!
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Kramlack
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« Reply #47 on: June 22, 2011, 01:44:53 PM »

I'll toss up a link so people know that it's confirmed.
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gimymblert
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« Reply #48 on: June 22, 2011, 02:41:59 PM »

http://www.ustream.tv/channel/sonic-generations
If you can't dl you watch a retro member playing it
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SirNiko
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« Reply #49 on: June 22, 2011, 03:41:23 PM »

I'm a little bothered by the detail that the demo will be automatically erased off your PS3 after July 12th. I'm kind of leery about the fact that stuff can be uninstalled automatically by Sony.
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Ishi
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« Reply #50 on: June 22, 2011, 04:02:14 PM »

Where does it say that? I've only read that it'll only be available to download for a limited time.
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SirNiko
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« Reply #51 on: June 22, 2011, 05:32:37 PM »

http://www.gamepro.com/article/news/220634/sonic-generations-demo-available-tomorrow-but-only-for-20-days/

I read it here. It sounds legit to me - the Playstation Plus content works the same way, the free or discounted downloads are inaccessible when Playstation Plus expires.
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gimymblert
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« Reply #52 on: June 22, 2011, 05:36:46 PM »

The fact it's only classic gameplay look like a massive ninja beta testing as it is the critical aspect of the game, hop they fix the rolling, they are also likely to reach their true limit on level design layout. Interesting fact, the demo is ~600mo, typical next gen sonic level is only 200mo (so was previous demo of unleash)
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gimymblert
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« Reply #53 on: June 23, 2011, 06:09:33 AM »

The demo is on, the number of lurker on retro explode

cooljerk from retro:
Quote
I've played this demo 10 times already, so I guess it's time to talk about it in more detail. First things first - I'm not playing with a playstation pad. I'm playing with a Sega Saturn USB controller, and good god is it amazing. I can't recommend the pad enough, it is by far the most used controller I've bought this gen. But enough about that, let's talk about sonic.

First, rolling - it is indeed true that rolling doesn't unlock hyperfast mode like it basically used to do in the old games, I think many (myself included) got the impression that rolling was broken to the point where it fucked up the game. It doesn't. See, when you roll, you don't gain speed... but you don't really lose it immediately either. It's not like when you roll you come to screeching halt or anything. Rather, rolling feels a lot like running now. And in fact, just when you'd expect that you'd start slowing down, if you continue to hold forward, you'll actually come out of the roll and continue running.

Now before everyone shits themselves with anger, it's not really bad. It's hard to explain but it doesn't really feel unnatural. Overall rolling isn't as great as it should be, but it's not an all mighty sin. If this winds up being the game's biggest flaw, then we're in for a great game.

Now then, momentum - the physics feel different from the classics, but familiar. That is to say it's not 1:1 (it's DEFINITELY not 1:1 in fact, no where near) but what you're playing evokes memories of the old games. It takes a few jumps to get used to, but I got the hang of it extremely quickly. The quirk with this game seems to be the exact opposite from the physics quirks of Sonic 4 - you have to completely commit to every movement you make because momentum will keep you going. Jumping is basically the exact opposite of what it was in Sonic 4 - if you try to move around in the air and really correct your jump, you're just gonna screw yourself up. The best way to play, I've found, is to just let yourself go and completely give in to your momentum. So like, you're running full speed and you jump at a buzz bomber - don't try to adjust yourself to make the attack connect perfectly, just go with the flow and accept that the momentum is gonna throw you into the badnik.

My first run, I found myself constantly trying to correct my jumps, and coupled with the fixed bounce height, it doomed me to the lower path. But on subsequent runs, as I adjusted my playstyle, I found that I didn't need to correct myself, nor did I need to worry about what angle I hit the badnik from specifically because of the fixed bounce height. It just all sorta works.

Now, realistically, the most annoying aspect I've found is how springs behave. Others have touched on it, but springs really sort of lock you in place as you're propelled upwards until you're near the apex. It feels weird because it's not at all like the old games where you had a lot of flexibility when you were springed upward, yet it's NOT automated so you get this feeling like the spring segment you see before you might not work. But... it kinda does. I dunno, it's very hard to explain. As more people play maybe they'll expand on what I'm talking about.

Now, despite my length at describing these... sorta-kinda faults, don't mistake what I'm saying as bashing the game. This feels extremely solid. Easily the best feeling sonic game I've played in decades, literally. As a successor to the genesis games, it gets a whole hearted thumbs up from me. I can't stop playing green hill zone, it's a ton of fun. And the physics make it even more fun.

Oh and one other quick note - the instant spindash? Those of you who worried that you could spam it like in sonic adventure? You can shut those fears down right now, trying to use it like you used in SA will fuck your speed run up. When you hit the spindash button, what the game does is basically stop you dead in your tracks, makes you duck, and start revving. You instantly lose all inertia. The button is basically a macro. It's impossible to use in conjunction with running.

All in all, this game is a hell of a lot of fun. I cannot wait for the full version. I give the demo a solid A. Fix the issues with the springs, and maybe work on rolling a bit, and this will easily be an A+.

http://fr.justin.tv/psnstores/b/288653950
live demo of the game by someone else (jump to 1:30)
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gimymblert
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« Reply #54 on: June 23, 2011, 07:22:59 AM »

Retro on level design

Quote from: dusk golem

Quote from: kogen
So what do people who played it extensively think of the level design?

I went through it twice but the scenery and general 'pushing you forward' design made me unable to explore much. I had a hard time backtracking or even generally knowing where I was going.

Exploring has always been one of the reasons I enjoyed the games. It was never knowing the exact second where to jump to find shortcuts. Hopefully I am wrong, but ehhh. This demo was not very encouraging.

This is my biggest complaint that isn't technical. I had fun with the demo, and I liked the stage, but it felt way to forward. Like, we have the different paths sure, but they all feel like minor and ultimately only take you off the main path for a few seconds. The classics had much more of an exploration theme, there were several completely different paths to explore in most of the classic levels from Green Hill to Hydrocity. There isn't really any hidden areas to explore and the alternate paths feel more like shortcuts than alternate paths. This is only the first level, but it feels like it's suffering from being to small without much in the way of exploration and a style that kind of forces you forward and doesn't support exploration to much. See how it all develops in future stages, but I hope SEGA remembers that classic Sonic was more to many that just speed and platforming, but also exploration. I have said that for a while, it's good to see they have a good mixture of platforming and speed but it's missing the exploration element quite a bit, at least in this stage.

goodies:
http://robotpuke.com/VidyaOST/Generations.7z the demo soundtracks

video:


motobug is chasing you


messing with the gameplay
http://www.youtube.com/watch?v=0-GW6sclOUk glitch
http://www.youtube.com/watch?v=_yNC1t1MGHo edge animation (for the fun)
http://www.youtube.com/watch?v=8b1gM-T12Io speed run aka spindash spam
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gimymblert
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« Reply #55 on: June 23, 2011, 07:37:09 AM »

Demo data contain city escape and modern gameplay too, expect hack or timed unlocking from sega. Also there is a way to go around the time limit
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gimymblert
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« Reply #56 on: June 23, 2011, 09:45:45 AM »

Quote from: Polygon jim from retro
Confirming whole stage list.

Green Hill Zone
Chemical Plant Zone
Sky Sanctuary Zone
Speed Highway
City Escape
Seaside Hill
Crisis City
Rooftop Run
Planet Wisp

DLC
Casino Night Zone


Boss fights
Metal Sonic
Shadow
Silver
"Death Egg"
Perfect Chaos
Egg Dragoon
Boss LastBoss(TimeEater) (That's just what the file calls it.)


Each stage has about 5 acts, they are those stupid shitty ones from Unleashed were you just rescue Chao and such.


Oh and there's going to be a Genesis emulator in the game as well.
Through demo hack

edit1:
Quote from: evilhamwizard
The demo was compiled around mid May this year. Also Super Sonic for both Classic and Modern Sonic confirmed by looking at the music files.

I'll send out the raw data for the music from this demo soon.
« Last Edit: June 23, 2011, 09:51:29 AM by Gimmy TILBERT » Logged

gimymblert
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« Reply #57 on: June 23, 2011, 10:12:40 AM »


proof

music rip:
http://www.mediafire.com/?c377dw5m549drui


Quote from: hinchy
Here are the tracks:
Title Screen
a new mix of the menu from Sonic Heroes (probably the actual real game's menu theme)
Green Hill Classic
Invincible Classic
Green Hill Modern
Green Hill Modern/Boosting
Invincible Modern
Level Clear
Drowning
1-Up

320kbps CBR MP3 in a zip. Enjoy!

Item box show power ups > elemental shield confirm


Quote
So the list of characters there are:

Tails, Knuckles, Amy, Cream, Rouge, Espio, Charmy, Vector and Blaze.
« Last Edit: June 23, 2011, 10:24:42 AM by Gimmy TILBERT » Logged

gimymblert
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« Reply #58 on: June 23, 2011, 10:33:53 AM »

The leak is so massive it's unbelievable, mesh of knuckles found with the xml describing all the game mission! Also carnival night as a fake dlc
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gimymblert
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« Reply #59 on: June 23, 2011, 12:03:04 PM »

Quote from: Dusk Golem
My translation of the list. It seems there are versus character and co-op character missions, Sonic Ghost is most likely a time attack, and most of the missions sound like they are stages with a theme in them, like a certain enemy or stage gimmick. Also, go to the end for list of CG Cutscenes.

CLASSIC GREEN HILL ZONE
Mission 1: Sonic Ghost (beat the time attack ghost)
Mission 2: Beaton (that's the fish badniks)
Mission 3: Vs Knuckles
Mission 4: Swings (likely involving the Green Hill swings)
Mission 5: High Speed (*shrugs*)

MODERN GREEN HILL ZONE:
Mission 1: Ordered Dash Ring
Mission 2: VS Tails (....wut)
Mission 3: Sonic ghost
Mission 4: Jump Jump Jump! (...)
Mission 5: 300% Boost

CLASSIC CHEMICAL PLANT ZONE
Mission 1: Co-Op Tails (tails co-op partner?)
Mission 2: Recue the Animals
Mission 3: Aqua Barrier (Bubble shield~)
Mission 4: Sonic Ghost
Mission 5: Invincibility

MODERN CHEMICAL PLANT ZONE
Mission 1: One Ring
Mission 2: Sonic Ghost
Mission 3: Co-Op Amy
Mission 4: Grabber (those spider robots from Chemical Plant)
Mission 5: Sprinkler in Water

CLASSIC SKY SANCTUARY ZONE
Mission 1: Sonic Ghost
Mission 2: Eggrobo
Mission 3: Round Platform
Mission 4: Enemy Rings (WHAT!? Likely has to do with Motobug monitor)
Mission 5: VS. Amy

MODERN SKY SANCTUARY ZONE
Mission 1: VS Knuckles
Mission 2: 200% Boost
Mission 3: Balloon
Mission 4: Sonic Ghost
Mission 5: Fast Tempo

CLASSICSPEED HIGHWAY
Mission 1: VS Cream (...)
Mission 2: Keep Moving!
Mission 3: High Speed
Mission 4: Many Copspeeders (those race-car robot monkies from Adventure)
Mission 5: Sonic Ghost

MODERN SPEED HIGHWAY
Mission 1: Drift
Mission 2: Keep Moving!
Mission 3: Sonic ghost
Mission 4: Driller (?)
Mission 5: VS Espio

CLASSIC CITY ESCAPE
Mission 1: Sk8Board
Mission 2: Thunder Barrier
Mission 3: VS Rouge
Mission 4: Sonic ghost
Mission 5: Half a Spring (oui?)

MODERN CITY ESCAPE
Mission 1: Vs Cream (...wut, Cream doesn't seem to want to be your friend, why fight her twice?)
Mission 2: Ordered Dash Ring
Mission 3: Truck
Mission 4: Fast Tempo
Mission 5: Sonic Ghost

CLASSIC SEASIDE HILL
Mission 1: Rescue Animals
Mission 2: Sonic Ghost
Mission 3: Co-op Espio
Mission 4: Fast Tempo
Mission 5: In Water

MODERN SEASIDE HILL
Mission 1: Co-Op Rouge
Mission 2: Sonic ghost
Mission 3: Rainbow rings
Mission 4: Sea Turtle in the Sky (...)
Mission 5: Giant Batabata

CLASSIC CRISIS CITY
Mission 1: Sonic Ghost
Mission 2: Goal Plate Juggling
Mission 3: Co-Op Vector
Mission 4: Flame Barrier
Mission 5: Enemy Rings

MODERN CRISIS CITY
Mission 1: Stomping
Mission 2: Sonic ghost
Mission 3: Switch
Mission 4: Co-Op Blaze
Mission 5: Select Canon

CLASSIC ROOFTOP RUN
Mission 1: Sonic Ghost
Mission 2: Egg Fighter
Mission 3: Ordered Dash Ring
Mission 4: VS Charmy
Mission 5: High Speed

MODERN ROOFTOP RUN
Mission 1: Rolling Barrel
Mission 2: Sonic Ghost
Mission 3: Sk8Board (so it returns in this stage?)
Mission 4: Endless Boost
Mission 5: VS Vector

CLASSIC PLANET WISP
Mission 1: Fast Temp Pink Spike
Mission 2: Sonic Ghost
Mission 3: Goal Plate Juggling
Mission 4: Vs Blaze
Mission 5: Sprinkler (those were the things in Planet wisp that spewed either spikes or rings)

MODERN PLANET WISP
Mission 1: Sonic Ghost
Mission 2: Tram
Mission 3: Co-Op Charmy
Mission 4- Every Skill
Mission 5: Orange Rocket

Rival Boss: Metal Sonic
Extra Mission: Difficult Mode

Rival Boss: Shadow
Extra Mission: Difficult Mode

Rival Boss Silver
Extra Mission: Difficult Mode

Boss: Death Egg
Extra Mission: Difficult Mode

Boss: Perfect Chaos
Extra Mission: Difficult Mode

Boss: Egg Dragoon
Extra Mission: Difficult Mode

Boss: Last Boss "Time Eater"
Extra Mission: Difficult Mode

CG Cutscenes:
-SEGA Logo
-Opening Movie
-Store Begin
-After Green Hill Zone
-After Area 1
-After Death Egg
-After Area 2
-After Perfect Chaos
-After Area 3
-After New Eggrobo
-Before time Eater
-Credits
-Story End
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