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Sonic Generations |OT| What Sonic can learn from Sonic

erpg

GAF parliamentarian
Have there been any DLC rumours? I can't believe they'd let such a great platformer and easy concept for expansion down so quickly.
 
http://www.youtube.com/watch?v=gW5AkBjxbt4

It's been done.

Not even the same thing really. Bravo.

Box of Bunnies said:
Keepin' them new stages for the Wii U port. Gotta give people a reason to double dip.
Clearly, the Wii U version will have Sonic CD in place of Sonic 1, and Stardust Speedway will become its own level, to make up for an absent Wii Sonic CD.

But seriously, more levels pl0x. Unless it's for like the 3DS version or some shit.
 

Anth0ny

Member
peHK8.jpg


I don't know why they're porting Mario 64 stages into the game, but god damn I approve.
 
peHK8.jpg


I don't know why they're porting Mario 64 stages into the game, but god damn I approve.
tumblr_lgy8t0iKa41qcumrmo1_500.gif



And hold up, are they remaking the stage with Generations assets, or is that Geometry ported from Galaxy 1/2? I haven't completed either so I don't know if they had a remake of the Mario64 stage.
 
peHK8.jpg


I don't know why they're porting Mario 64 stages into the game, but god damn I approve.

When an ISO of Mario Kart Double Dash was first dumped years ago, people discovered that somebody on Nintendo's development team accidentally left some Windows-based SDK tools packaged in with the game, including a BRM Viewer or whatever (I don't remember if the format is actually BRM, I just know it starts with a B and is not BSP).

BRM is basically Nintendo's internal modeling format that it uses for everything in their games, including both character models and levels themselves. Better yet, the BRM Viewer could be used with 3D Geometry Capture software in Windows to essentially rip the models from these games.

Smash Bros. Melee, Super Mario Sunshine, Mario Kart Double Dash, Super Mario Galaxy and Super Mario Galaxy 2 all use BRM for the modelling format, making it very easy to rip level geometry with very little work. It's what lead to that BlitzSonic video I posted years and years ago, where I run through some Super Mario Sunshine levels and the opening area from Galaxy 1. The guy developing that engine used the BRM Viewer to convert the level geometry to work in Blitz3D because he needed environments to test Sonic's movement.

Same deal here. The Super Mario 64 levels Dario is converting are from Galaxy 2, from the "Throwback Galaxy" world.

Edit: Though it does beg the question why he's not trying Sonic Colors levels, given the model format for that was cracked, too.
 

ezodagrom

Member
I don't know why they're porting Mario 64 stages into the game, but god damn I approve.
They're doing this just to learn more about the formats use by the game, they just happened to choose that Mario stage for random reasons. Other than importing stages from Sonic Unleashed, apparently one of their goals is to make a level editor.
 

Cromat

Member
So is there any way to help the framerate in this game?
I'm playing on a Radeon 6770m with all settings at the lowest and at 720p and it's still gets pretty slow in some parts.
 

sn00zer

Member
Got this the other day.....wtf am I doing....
seriously game is confusing as hell, which is a shame as it has some of the best visuals for a kids game Ive seen in years...I think a huge problem is the momentum in the game...in both the classic and new levels you go from like a hundred mph to 0 in a split second...and its so jarring and constant it gets frustrating...really wish there were slow down and speed up section instead of the sudden stop or sudden speed...but seriously the visuals in this game are so damn great its a real shame the gameplay just isnt there at all both for the classic and new sonic.

in other news I think the new sonic stage have some serious potential they just need to figure out a way to give more control to the player
 

erpg

GAF parliamentarian
You'll get used to it. I hadn't played a Sonic game since 2, and I'm doing very well at the game now (not to mention I now absolutely love it). Think of it like SSX or any other game that relies on momentum and twitch reflexes, not so much as a platformer.
 

Anth0ny

Member
Got this the other day.....wtf am I doing....
seriously game is confusing as hell, which is a shame as it has some of the best visuals for a kids game Ive seen in years...I think a huge problem is the momentum in the game...in both the classic and new levels you go from like a hundred mph to 0 in a split second...and its so jarring and constant it gets frustrating...really wish there were slow down and speed up section instead of the sudden stop or sudden speed...but seriously the visuals in this game are so damn great its a real shame the gameplay just isnt there at all both for the classic and new sonic.

in other news I think the new sonic stage have some serious potential they just need to figure out a way to give more control to the player

i recommend sonic 06
 

Rekubot

Member
So glad there's a modding community for this game. It doesn't deserve to die just because Sega don't feel like making some proper DLC.
 

iavi

Member
Have there been any DLC rumours? I can't believe they'd let such a great platformer and easy concept for expansion down so quickly.

None, which is ridiculous given how well the concept of the game lends itself to dlc fans would empty their wallets for.
 
Raise your hand if you were stupid and got conned into thinking the Casino Night DLC was an actual level and therefore you spent $1.50 on it without reading the description?

*Raises hand*
 

OMG Aero

Member
You guys need to let the DLC thing go, it's clearly never coming. I'm willing to bet the game wasn't even made to support new levels as DLC in the first place.

Besides it's not like there is a precedent for this, both 2006 and Unleashed's DLC consisted of hard mode and retooled versions of existing levels, not completely new levels. With the amount of asset creation and work that goes into creating modern Sonic levels versus how long they actually are they would have to way overcharge to make any money on new level DLC or they'd lose money on it.
 

ezodagrom

Member
For those who have the PC version of Generations, someone mentioned a possible fix for the random stuttering in the Steam forums, so I tried it and it seems to have worked.
If anyone here has this issue where the game randomly stutters (sometimes the controls don't respond properly when this happens), disabling vsync in the game options and using the tool d3doverrider to force vsync (and if you want, triple buffering as well) seems to fix this.

http://www.mediafire.com/?w96mbhvve2hy5xa

How to use it:
- Open the tool (it starts minimized, click the green X icon in the taskbar).
- Click the + symbol in the lower left corner.
- Add SonicGenerations.exe to the list (steam\steamapps\common\sonic generations\SonicGenerations.exe).
- Select SonicGenerations.exe in the list.
- Set the detection level to medium.
- Set vsync to on, and, if you want, triple buffering as well (if I'm not mistaken, triple buffering reduces input lag, but the d3doverrider vsync seems to be enough to stop the random stuttering).
- Click the arrow pointing down in the top right corner to hide the tool in the taskbar.

Don't forget to turn vsync off in the game configuration tool. Also, the tool needs to be running in the background for the forced vsync and triple buffering to work.
 
Speaking of the PC version of Generations, update regarding porting Sonic Unleashed levels: thanks to his efforts in porting Super Mario Galaxy levels in, Dario has figured out the problem with Sonic Unleashed levels not casting dynamic shadows and has fixed it!

http://i.imgur.com/DvWvJ.jpg
http://i.imgur.com/nWwZP.jpg
http://i.imgur.com/HEkvM.jpg
http://i.imgur.com/vRa12.jpg
http://i.imgur.com/gjo6E.jpg
http://i.imgur.com/GBw9B.jpg
http://i.imgur.com/Z0UHU.jpg
http://i.imgur.com/sH14i.jpg
http://i.imgur.com/aSVY0.jpg
http://i.imgur.com/0DkjN.jpg

And video:
http://www.youtube.com/watch?v=ThVOm8hIqCo

Quoth:
Water isn't implemented yet because I gotta figure out the format for that. Also, this stage plays at 60 FPS constantly for me.
Audio is a bit unsynced with the video, it's just a recording problem.

As should be obvious by the video this still has a ways to go until things are perfect, and I'd assume Dario isn't going to release anything until it's absolutely 100% ready.
 

iavi

Member
Speaking of the PC version of Generations, update regarding porting Sonic Unleashed levels: thanks to his efforts in porting Super Mario Galaxy levels in, Dario has figured out the problem with Sonic Unleashed levels not casting dynamic shadows and has fixed it!


http://i.imgur.com/DvWvJ.jpg
http://i.imgur.com/nWwZP.jpg
http://i.imgur.com/HEkvM.jpg
http://i.imgur.com/vRa12.jpg
http://i.imgur.com/gjo6E.jpg
http://i.imgur.com/GBw9B.jpg
http://i.imgur.com/Z0UHU.jpg
http://i.imgur.com/sH14i.jpg
http://i.imgur.com/aSVY0.jpg
http://i.imgur.com/0DkjN.jpg

And video:
http://www.youtube.com/watch?v=ThVOm8hIqCo

Quoth:


As should be obvious by the video this still has a ways to go until things are perfect, and I'd assume Dario isn't going to release anything until it's absolutely 100% ready.

This is exactly why I dream of a PC release of every game ever. By time the mod community has had their fill, you'll have 4x the game you originally had. Can't wait till he gets the Unleashed pack out. It's looking great.
 

Teknoman

Member
Would be awesome if he could somehow restructure some sort of 2D night time stage for Classic Sonic, and use the great night time themes alongside.
 
Speaking of the PC version of Generations, update regarding porting Sonic Unleashed levels: thanks to his efforts in porting Super Mario Galaxy levels in, Dario has figured out the problem with Sonic Unleashed levels not casting dynamic shadows and has fixed it!


And video:
http://www.youtube.com/watch?v=ThVOm8hIqCo

Quoth:


As should be obvious by the video this still has a ways to go until things are perfect, and I'd assume Dario isn't going to release anything until it's absolutely 100% ready.

Impressive

i really loved that level ( except the walk on water part ) Did he just replace the rocket with a bumper ?
 

TheOGB

Banned
It's funny seeing Sonic blaze through these levels even faster than before. And it's not the use of skills doing it either, because he's got Super Sonic equipped.

For now, but it looks like he's trying to set it up to use the rocket from Speed Highway.
I thought that would make sense.

If he got that to work could that also initiate the skydiving sequence? Could he somehow do that without using the rocket?
 
It's funny seeing Sonic blaze through these levels even faster than before. And it's not the use of skills doing it either, because he's got Super Sonic equipped.

I thought that would make sense.

If he got that to work could that also initiate the skydiving sequence? Could he somehow do that without using the rocket?

Sky diving is probably a volume trigger. Meaning a giant invisible cube and if Sonic is inside the cube, he skydives.
 
It probably involves converting it to an ADX, and setting the loop points if you want smooth transitions. I think it's the same ADX standard they've been using for forever, so converting shouldn't be an issue, but I don't know about setting the loops. (I'm not 100% sure, since I haven't installed Generations on this PC, but I remember that the Xbox demo used ADXs.)
 

scitek

Member
I think music modding is possible, but as far as I'm aware there aren't any guides or anything. It might be difficult, because there was a guy on Retro who was volunteering to mod music if you sent him an MP3, but that seems cumbersome in and of itself.

It probably involves converting it to an ADX, and setting the loop points if you want smooth transitions. I think it's the same ADX standard they've been using for forever, so converting shouldn't be an issue, but I don't know about setting the loops. (I'm not 100% sure, since I haven't installed Generations on this PC, but I remember that the Xbox demo used ADXs.)

I'll look into it. I want to edit that song like I did in that video and just have it start and end so it loops seamlessly. The modern version in the game's too slow for my tastes.

Also, holy shit at Unleashed being ported. First I've seen of that.
 
No, it's definitely a different format than ADX. Still a Cinepak format, I think, but you need a compressor/decompressor that is tough to come by because you need an actual Cinepak license to acquire it.

It's either CSB or CPK, looking at the files.
 

Seraphis Cain

bad gameplay lol
So I got this for PS3 the other day, finally, and hooooooly shit it's SO GOOD. Beautiful too. And the music, fuuuuck. I marked out a little when Escape From The City started playing.

But yeah, got it, love it, amazing game. :D
 

Kokonoe

Banned
So I got this for PS3 the other day, finally, and hooooooly shit it's SO GOOD. Beautiful too. And the music, fuuuuck. I marked out a little when Escape From The City started playing.

But yeah, got it, love it, amazing game. :D

It really caught me off guard as well. I didn't think SEGA still had it in them to create such a masterpiece of a game, but this game brought back my faith in Sonic games.

Crisis City Act 2 is my favorite theme in the game.
 

Kokonoe

Banned
Interesting, i'd certainly like Jun to work on more music.
Totally worth reading, if you enjoyed the music in Generations:

http://blogs.sega.com/2012/05/08/sonic-generations-music-answers/

Interview with Senoue + Tomoya + Ohtani + Makhlouf, in response to the fan questions from a few months back.

Welcome to NeoGaf Ruby. (Actually you aren't new, just still a Junior for some odd reason)

By the way Ruby, we have a Sonic community thread here.

http://www.neogaf.com/forum/showthread.php?t=460770
 

Edgeward

Member
Why is Planet Wisp so long and confusing? I hate that stage. I don't know how I'll ever do another run to get all the red coins there
 
I won't object to giving them another chance, but to say they "know what they're doing" after they mangled Super Sonic Racing is wrong..

Aw, mangled seems like a bit much. It was different but it grew on me. The original is still accessible anyway.

But I might be different since I also enjoyed "Speak with Your Heart"
*runs*
 
I won't object to giving them another chance, but to say they "know what they're doing" after they mangled Super Sonic Racing is wrong..

Like most Sonic musicians (Runblebee lol) they suck when dealing with lyrical songs but their instrumentals are ace. Speed Highway classic is so fucking good I can't even comprehend it.
 
Aw, mangled seems like a bit much. It was different but it grew on me. The original is still accessible anyway.

But I might be different since I also enjoyed "Speak with Your Heart"
*runs*

I guess mangled is a tad harsh, since their version isn't really bad, it's just so completely different from the original.

Like I said, I don't mind using them again. I thought Speak With Your Heart was okay and liked Reach For the Stars, I'm just a big fan of the Sonic R soundtrack so it was just a little jarring.
 
Why is Planet Wisp so long and confusing? I hate that stage. I don't know how I'll ever do another run to get all the red coins there

Indeed , the level is way too long ..
I think that's because they made that levels based on 2 original colors levels.
The pacing in sonic generation of this levels is really bad IMO
 
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