Author Topic: Sonic Robo Blast 2  (Read 13896 times)

Shin-NiL (OP)

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Sonic Robo Blast 2
« on: September 27, 2013, 08:09:08 pm »
Sonic Robo Blast 2 - GCW-Zero based on v2.07 (30/09/2013)
Official Site: www.srb2.org
GCW-Zero Port: http://shinnil.blogspot.com.br/2013/09/sonic-robo-blast-2-gcw-zero.html

<a href="https://www.youtube.com/watch?v=9Eoado954J4" target="_blank">https://www.youtube.com/watch?v=9Eoado954J4</a>


Almost one year later, but with better performance ;)

Update (09-30-2013):
To enable analog stick, go to options->setup controls->joystick options->select joystick->analog stick
You could try enable analog control too  options->setup controls->player 1 control->analog controls

- These options is now enabled by default.
- Some performance gain.

Known issues:
- Critical loss of performance in Deep Sea Zone, as reported by Reds. It makes this stage unplayable :'(.

Quote
Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog fangame built using a modified version of the Doom Legacy port of Doom. SRB2 is closely inspired by the original Sonic games from the Sega Genesis, and attempts to recreate the design in 3D. While SRB2 isn't fully completed, it already features tons of levels, enemies, speed, and quite a lot of the fun that the original Sonic games provided.

Download
OPK: https://bitbucket.org/shin_nil/sonic-robo-blast-2-gcw-zero/downloads/srb2.opk
Source code: https://bitbucket.org/shin_nil/sonic-robo-blast-2-gcw-zero
« Last Edit: October 05, 2013, 04:28:24 am by Shin-NiL »

pcercuei

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Re: Sonic Robo Blast 2
« Reply #1 on: September 27, 2013, 08:34:12 pm »
AWESOME!  ;D
One small request, would you mind to enable the analog stick on the build? Playing Sonic with the D-pad isn't quite comfortable.

ruffnutts

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Re: Sonic Robo Blast 2
« Reply #2 on: September 27, 2013, 09:05:34 pm »
This is well cool thanks for this mate... +1 on the analog stick ;D

ruffnutts ;D

Atlantis_Risen

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Re: Sonic Robo Blast 2
« Reply #3 on: September 27, 2013, 09:29:57 pm »
AWESOME!  ;D
One small request, would you mind to enable the analog stick on the build? Playing Sonic with the D-pad isn't quite comfortable.

Really?  I don't recall having an analog stick on my Genesis.

Agrajag

  • Posts: 127
Re: Sonic Robo Blast 2
« Reply #4 on: September 27, 2013, 09:32:49 pm »
Very nice, thanks!  Looking forward to having a go at this when my Zero arrives.

MightyJAK

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Re: Sonic Robo Blast 2
« Reply #5 on: September 27, 2013, 09:44:07 pm »
AWESOME!  ;D
One small request, would you mind to enable the analog stick on the build? Playing Sonic with the D-pad isn't quite comfortable.

Really?  I don't recall having an analog stick on my Genesis.

This game resembles the Sonic World level of Sonic Jam, which did make use of the Saturn's analog 3D control pad.
My machines:
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Currently playing: Theatrhythm Final Fantasy Curtain Call (2DS)

pcercuei

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Re: Sonic Robo Blast 2
« Reply #6 on: September 27, 2013, 09:47:42 pm »
Really?  I don't recall having an analog stick on my Genesis.
D-pad is better for 2D games, but that Sonic game here is 3D, built on top of Doom's engine.

EDIT: Guys, my bad, it's perfectly playable with the analog stick, it's just not mapped by default  ;)
« Last Edit: September 27, 2013, 09:51:19 pm by pcercuei »

ruffnutts

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Re: Sonic Robo Blast 2
« Reply #7 on: September 27, 2013, 10:40:49 pm »
Really?  I don't recall having an analog stick on my Genesis.
D-pad is better for 2D games, but that Sonic game here is 3D, built on top of Doom's engine.

EDIT: Guys, my bad, it's perfectly playable with the analog stick, it's just not mapped by default  ;)

So good to know 8)

Shin-NiL (OP)

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Re: Sonic Robo Blast 2
« Reply #8 on: September 27, 2013, 10:42:58 pm »
Really?  I don't recall having an analog stick on my Genesis.
D-pad is better for 2D games, but that Sonic game here is 3D, built on top of Doom's engine.

EDIT: Guys, my bad, it's perfectly playable with the analog stick, it's just not mapped by default  ;)

Yeah, I'll let analog stick enabled by default on a next build ;)

Good to know you guys are enjoying the game ;D

Atlantis_Risen

  • Posts: 535
Re: Sonic Robo Blast 2
« Reply #9 on: September 28, 2013, 01:14:35 am »
Really?  I don't recall having an analog stick on my Genesis.
D-pad is better for 2D games, but that Sonic game here is 3D, built on top of Doom's engine.

EDIT: Guys, my bad, it's perfectly playable with the analog stick, it's just not mapped by default  ;)

oh sorry, I didn't notice it was 3D.   :(

Reds

  • Posts: 117
Re: Sonic Robo Blast 2
« Reply #10 on: September 28, 2013, 09:30:06 am »

oh sorry, I didn't notice it was 3D.   :(

Come on man, at least look at the thumbnail on the OP video.

In any case, it's great to see this, I've been waiting for it, since I saw the thread in the Dingux section. Do you have any idea how long until the next build, and what you're planning to have in it/adjust/improve? Perhaps optimisation so the framerate chugs a little less in the more wide-open areas?

Also, perhaps mapping the camera control to the shoulder buttons as the default might be a good idea? It's of course trivial to go and just change it for yourself, but it might be a convenient touch.
« Last Edit: September 28, 2013, 10:35:53 am by Reds »

Atlantis_Risen

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Re: Sonic Robo Blast 2
« Reply #11 on: September 29, 2013, 04:11:47 am »
When I posted, I was at work and youtube is blocked, I didn't see a thumbnail...

Reds

  • Posts: 117
Re: Sonic Robo Blast 2
« Reply #12 on: September 29, 2013, 04:55:13 am »
Also, the music seems to be audibly compressed. if that was intentional, to keep the file size down or something, mind if we get an uncompressed version?

Also, this is a bit optimistic, but is it possible for any fan-made levels to be manually added on?
« Last Edit: September 29, 2013, 05:29:18 am by Reds »

Reds

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Re: Sonic Robo Blast 2
« Reply #13 on: September 29, 2013, 02:31:21 pm »
Well, I made it to Deep Sea Zone.

The area is a literally uncontrollable slide show. Considerable optimisation is going to be required to make it playable, unfortunately.
« Last Edit: September 29, 2013, 02:33:29 pm by Reds »

Shin-NiL (OP)

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Re: Sonic Robo Blast 2
« Reply #14 on: September 30, 2013, 05:26:54 pm »
I've made some changes, now analog joystick is enabled by default and R/L shoulders controls the camera. Furthermore, I also made some changes ​​related to optimization. Because the file size (~86MB), I will only be able to upload it later.

Well, I made it to Deep Sea Zone.

The area is a literally uncontrollable slide show. Considerable optimisation is going to be required to make it playable, unfortunately.
Could you send me your savefile, please?

Thank you.

elwing

  • Posts: 186
Re: Sonic Robo Blast 2
« Reply #15 on: September 30, 2013, 07:31:12 pm »
I wasn't able to play that for long due to lack of time, but it's pretty great, many thanks for that!

Shin-NiL (OP)

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Re: Sonic Robo Blast 2
« Reply #16 on: September 30, 2013, 09:24:02 pm »
OPK file updated.

Reds

  • Posts: 117
Re: Sonic Robo Blast 2
« Reply #17 on: October 01, 2013, 02:29:27 am »
PM'd with the save. Although I'm not sure why you want it; if it's a matter of progress then there's a level select.

Hopefully the new OPK will yield some improvements.

Ok, tried it out. Overall the framerate is a lot smoother in the previous two zones, but Deep Sea, while a couple of frames better, is still unplayable, and the combination of the textures, water filter, resolution, and slideshow means it remains unplayable.
« Last Edit: October 01, 2013, 03:54:30 am by Reds »

Shin-NiL (OP)

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Re: Sonic Robo Blast 2
« Reply #18 on: October 01, 2013, 03:32:05 pm »
Thank you!

I couldn't find the level selector  :-[

Shin-NiL (OP)

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Re: Sonic Robo Blast 2
« Reply #19 on: October 04, 2013, 10:52:21 pm »
With some profiling, I found the bottleneck, but still could not think of a way to solve it. I've recompiled the game using PGO but the gains were smaller than I expected.

I'm really sorry about this :'(

 

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