Played Phantasy Star 2 long enough to remind myself why I don't like playing games on my phone. Also, couldn't get homeboy to move with my joycon so that was a bust. Could advance through the dialog though. Maybe I was doing something wrong, idk.
Oh, Unity is involved? That explains it. Everything not on a high powered PC that is made in Unity runs horribly.Yeah, I am not sure what's going on as it used to work just fine years ago and now stutters on my iPhone 6s Plus. The emulator coupled with Unity is clearly not doing a great job. I could grab my old android Note 3 and run this on an emulator (not Sega one) just fine.
Seriously? They did that? The Taxman port?Sonic 1 was just updated with the same Unity wrapper
These emulators are horrible. This is not a way to honor the legacy of Sega.
Really hope they don't go and replace the versions of Sonic 1, 2 and CD on the store because those are light years beyond this garbage.
I certainly hope so.Sonic 1 is still the Christian Whitehead version wrapped in ads unless you pay and/or restore your purchase, the latter of which isn't working right now for Sonic 1.
This feels kinda like watching a trainwreck unfold. Sorry to all the people that are experiencing subpar performance with this Unity thing; they could have been using RetroArch right now if they hadn't been so stubbornly insistent on demanding we relicense our entire program to something that would strip us of all our rights, on top of some other unreasonable things like not showing any branding, etc. Hell, they could have had this running on the desktop right now on top of consoles and maybe some netplay as well. Oh well...
Digital Foundry's John just left some quick impressions about the games on Twitter: https://twitter.com/dark1x/status/877596180435185664
Not shocking at all, I'm still baffled as to why people want them on other formats - like I said Sega Games would deliver a quality product and charge a price worth the preservation effort and programming (see: 3D Classics)
Edit: I need to stop reading threads backwards. Beaten x 10 by the man himself!
Shadowrun games by Harebrained Studios ran pretty well on everything (never had console versions).Oh, Unity is involved? That explains it. Everything not on a high powered PC that is made in Unity runs horribly.
Phantasy Star II is 120MB. That's ridiculous.
It's been 4 years since 64 bit apps on iOS became a thing, you haven't been able to submit a new 32 bit app, or update, to the App Store for years now.
So what is the point in this. It's free? So are the games filled with ads? How are they making money from this....
Basically marketing, and they are using analytics to inform decisions as to which mobile and console games to make in the future. I suspect the latter will be hard to do if enthusiasts don't pick this up. Like, the odds of a Crazy Taxi sequel happening will be slim if, say, the DC port to Unity is bad, it might send the wrong message that people don't care about Crazy taxi anymore.
The Sonic 1 port seems fine. Not sure what being wrapped in Unity did to it.
The only hope here is that they just put a wrapper around the already available iOS port (which is unbelievably good and visually superior to the Dreamcast original).Basically marketing, and they are using analytics to inform decisions as to which mobile and console games to make in the future. I suspect the latter will be hard to do if enthusiasts don't pick this up. Like, the odds of a Crazy Taxi sequel happening will be slim if, say, the DC port to Unity is bad, it might send the wrong message that people don't care about Crazy taxi anymore.
Basically marketing, and they are using analytics to inform decisions as to which mobile and console games to make in the future. I suspect the latter will be hard to do if enthusiasts don't pick this up. Like, the odds of a Crazy Taxi sequel happening will be slim if, say, the DC port to Unity is bad, it might send the wrong message that people don't care about Crazy taxi anymore.
About 90% of the games so far are in Unity. The reason we chose Unity as middleware is it enables us to take this content to other platforms as well. So my first focus is mobile. It's a huge project and what I really want to do is get mobile right. After this, there are options: we can look at desktop, Facebook, we could even take these games to consoles like Switch.
The only hope here is that they just put a wrapper around the already available iOS port (which is unbelievably good and visually superior to the Dreamcast original).
I DID download the update for Sonic 1 and it does have a modified front-end BUT it is still Christian's port.
Unfortunately, at the moment, the "restore purchase" option just times out so it's now filled with ads. Still, at least it's intact and that should fix itself.
What was the most difficult thing about moving from joypad to touch control?
We talked about a number of different control schemes: tap arrow-tap board, drag the arrow from the panel to the board, swiping, etc, but the swiping method felt the most comfortable. Some game modes require the player to be quick, and nothing is quicker than swiping.
As a result, I think the most difficult decision we had to make for the controls was determining how large we could make each gameboard tile appear on the screen.
Too small, and players would have trouble being precise. Too big, and we would run out of screen real estate. Once everything came together, the control scheme became perfect.
What were you provided with in terms of original code and assets?
We were given the entire project archive for both the Dreamcast and Game Boy Advance titles, including source code and graphics.
The menu code was rewritten from scratch but all of the game modes use the original Dreamcast code. You can put the iOS version next to the Dreamcast version and they'll be 1-for-1 exact.
What part of ChuChu Rocket! are you most proud of?
I think I'm most proud of the download size for both iPhone and iPad versions. We took extra effort to make sure the size was under 20MB so that anyone can download it whenever they wanted.
All of the graphics and audio assets are present; nothing is missing. Unfortunately, I have learned that most customers won't notice this, so my pride is somewhat bittersweet.
Tried Altered Beast.
Sorry BrazilGAF.
Yeah considering how Genesis games are working I am not keeping my hopes up for Dreamcast/Saturn unless there is a port and not emulation for those.Was this part of the Amazing SEGA initiative? Also surprised they've been teasing this for ages.
Kind of interested how they'd get Saturn games working on a Unity emulator
Fodder for a DF Retro? Would be interesting.These emulators are horrible. This is not a way to honor the legacy of Sega.
Really hope they don't go and replace the versions of Sonic 1, 2 and CD on the store because those are light years beyond this garbage.
Does SEGA even know the term Q&A? This has tbe potential to be really good for the company and mobile gaming but the lazy ass approach ruins everything before it could start off. Fucking sad...
Skies of Arcadia would work great. They could also possibly redo Shenmue's combat for the touchscreen and then provide Shenmue 1&2 for mobile tablets!I'm trying to think what Dreamcast games would actually work on a mobile phone with a touchscreen. Space Channel 5? Not a lot else.
Crazy Taxi is brilliant on mobile. No joke. It controls way better than you'd think.I'm trying to think what Dreamcast games would actually work on a mobile phone with a touchscreen. Space Channel 5? Not a lot else.
If the ports are bad that's pretty pathetic
"Amazing SEGA" in action