Gamescom Footage
#1
Posted 20 August 2010 - 10:38 PM
Just found the above footage of Splash Hill Zone Act 3 from Gamescom. I can't tell if there is any difference compared to the leaked build and E3/SoS demo though.
Here's an old Splash Hill Zone Act 3 video for comparison, I think it's from the leaked build:
Spot any differences?
#2
Posted 20 August 2010 - 10:57 PM
#3
Posted 20 August 2010 - 11:01 PM
1. Press the jump button
2. Go back to step 1
Seriously, that's all they did! Numpty. Definitely the same old build though, sadly. I really want to see the new one in action.
Edited by Blue Blood, 20 August 2010 - 11:02 PM.
#4
Posted 21 August 2010 - 12:23 PM
More footage:
Not that it's a massive thing, but the corkscrews aren't very good. Sonic runs through them at a set speed, as you can see right at the start. Plus there are some good examples of Sonic walking on the spot. Old build though, yadayadayada... I wonder how the new'n behaves.
Edited by Blue Blood, 21 August 2010 - 12:25 PM.
#5
Posted 21 August 2010 - 01:12 PM
If anybody from SEGA is reading this, please PLEASE just swap the physics engine with the Sonic Advance physics engine. The Sonic Advance physics are exactly like the Genesis physics in every way. And considering Sonic Advance was made by Dimps, it shouldn't be to hard to do.
Uhg....
#6
Posted 21 August 2010 - 01:14 PM
#7
Posted 21 August 2010 - 01:15 PM
Edited by Blue Blood, 21 August 2010 - 01:23 PM.
#8
Posted 21 August 2010 - 01:29 PM
This is Sonic 4. Spindash slows you down. You'll have more success just walking up the wall. (Other videos show Sonic lightly jogging up walls with ease.)What's the point of the spin dash, if all it does is give you a slow boost? I know that's a vertical wall, but a spin dash should be able to get you up there without problems.
#9
Posted 21 August 2010 - 01:33 PM
#10
Posted 21 August 2010 - 01:36 PM
Seriously, if they use those physics, everybody would LOVE this game.
#11
Posted 21 August 2010 - 01:46 PM
I'm not sure, probably because the Rush engine is newer and easier to work with. The annoying thing is that they didn't get rid of a lot of things about the Rush physics that contrast the classics that S4 is aiming to imitate. Always falling if you're not on land, no mid-air momentum, slope behaviour, no real rolling physics... heck they didn't even replace the walk-on springs. And FFFF at those massive quarter-circle slopes!The whole physics engine is a flaw. Again I ask....why not use the Sonic Advance physics engine?
Seriously, if they use those physics, everybody would LOVE this game.
This is pointless to keep discussing though now, as the changes are starting to be shown off.
Edited by Blue Blood, 21 August 2010 - 02:01 PM.
#12
Posted 21 August 2010 - 02:02 PM
The problem is that Dimps are not familiar enough with the classic physics. There's no way they'd be able to edit the Rush engine enough to get something Sonic-like.The annoying thing is that they didn't get rid of a lot of things about the Rush physics that contrast the classics that S4 is aiming to imitate. Always falling if you're not on land, no mid-air momentum, slope behaviour, no real rolling physics... heck they didn't even replace the walk-on springs.
The only reason the Sonic Advance engine was so good was because it actually used some code from the original Genesis physics. (According to what I read at Sonic Retro a while back.)
I'm not asking for EXACT classic physics here (though it would be VERY nice), I just want something that feels like I'm playing a Sonic game. Things like speeding-up while rolling, NOT walking up walls, a harder time getting up slopes, in-air inertia, etc. Basically something like the "Advance 3" physics would be a huge improvement.
#13
Posted 21 August 2010 - 02:06 PM
The Rush engine is fine for what it was built for- Sonic Rush. Perfect for it? No, there's plenty of ways it could have been improved, but it worked well for the series. It just doesn't work well with what S4 is trying to be.
Edited by Blue Blood, 21 August 2010 - 02:06 PM.
#14
Posted 21 August 2010 - 03:23 PM
#15
Posted 21 August 2010 - 03:36 PM
Sonic Advance 3 had full convex loops, so that's probably not ideal for Sonic 4. (Well, it may be better than the Rush engine, I don't know.)I'm not asking for EXACT classic physics here (though it would be VERY nice), I just want something that feels like I'm playing a Sonic game. Things like speeding-up while rolling, NOT walking up walls, a harder time getting up slopes, in-air inertia, etc. Basically something like the "Advance 3" physics would be a huge improvement.
Since this is apparently still the same old build, I really hope that they have fixed the physics by now...
I sure hope so. Physics were one of the main complaints after all.I'm beginning to wonder if there is something being done about the physics, but they're saving those changes for later.
#16
Posted 21 August 2010 - 03:56 PM
They really should at least be doing short gameplay clips to demonstrate these changes in action too. They tell us the wheel legs show up sooner and that the running animation is better but they provide almost no proof.
In fact I'm doubting they really did update the wheel legs to a "time frame more comparable to the classics" since in one of the new screens from the near final build Sonic should really be doing the wheel legs.

If this was a classic scene Sonic would be going all out with his wheel legs. Also we can tell Sonic didn't just start running either because of the long ass dust trail.
Edited by speedfreak, 21 August 2010 - 03:57 PM.
#17
Posted 21 August 2010 - 04:49 PM
#18
Posted 21 August 2010 - 05:23 PM
We have to see thie footage to make any proper analysis though
#19
Posted 21 August 2010 - 05:49 PM
There's no problem with more animations, but when he's going fast he shouldn't be jogging. Of course we're waiting for some new footage on which to make our judgements though.Because Sonic has more animations.
We have to see thie footage to make any proper analysis though
#20
Posted 21 August 2010 - 06:07 PM
Lolwut?Because Sonic has more animations.
We have to see thie footage to make any proper analysis though
Why'd I et Neg-rep'd for that?
What I wrote was hardly offensive...
Oh well.
@Blue Blood.
Yeah, but I was thinking it would take longer for them to cycle through all his animations if he had more of them.
They have obviously said though, that they've sped that process up.
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