Speaking of music, I found a bug where I died with speed shoes on, but the music kept going at the high speed pace once I came back at normal speed =P
I've been informed that some people in the larger hacking community may not read this particular forum, perhaps you should post this on SSRG as well. Also, if you ever want to try doing this with Sonic & Knuckles Collection, you'd have a lot more memory and processing power to work with. :v:
It seems that when this happens, the music does not slow down until you get another set of speed shoes or S monitor and then let the effect end. It's likely due to the music continuing instead of restarting upon death.
Noted, will fix. But that requires me making an account on SSRG, and I'm too lazy. Someone can post it there on my behalf if they want (just copy the first post). Wouldn't even know where to begin.
Made a video which will be out tomorrow. As for today, I'm debugging KEGA's FPS issue... then this happened: I'll give that object placement a 2 out of 10 =P
Also, may I ask what palette variants exist for Green Hill Zone? I want to have documentation of them. :-P
Act 2, if you keep going right the game spawns some objects in front of the player before not generating any more chunks https://www.dropbox.com/s/sls0ui80k1xtbwu/s1rl-v01.gs0?dl=0 I had 930 rings and the sudden halt in generation killed me. still yet to have 999. :^(
Yep, that's the bug where objects stop loading because of dodgy checkpoints. It's in the bug list and I know what happens, I just can't figure out why. The way to get around it, at least for the moment, is to regenerate the level with start+A.
Didn't see a mention of the level generation completely stopping in the known bug checklist, didn't know the object spawning was a symptom of that, my bad :v:/> edit: I'm an idiot, it is there. whoops.
Really cool. I absolutely hate that 2 left springs and an up formation, though (it was basically the only time I died, however). Played for like 24 minutes before finally stopping because there really wasn't any end in sight. I got totally stuck at one point, here's a Fusion savestate: https://my.mixtape.moe/kzhymg.gsx Also, is it just me, or do speed shoes and invincibility last really, really long?
Same bug again. I didn't realise it was this common. It's just you, it's unchanged from the original.
Status update: When starting the game, you're presented with a series of menus to help customise your game to your liking. Not all of them work right now, but they will. You might notice the length is given as 1.7km - this is because I've also implemented a distance tracker: Possible level lengths are 500m, 900m, 1.7km, 3.3km, 6.6km, 13km, and infinite. For comparison, the three acts in v0.1 are 6.6km, 13km, and 26km; the original GHZ1 is 300m. I've also fixed a number of bugs: checkpoints should no longer prevent the level from loading; signposts should load when they're needed, and only when they're needed; the demo now locks Sonic's controls, and pressing START ends the demo and returns to the title screen; and the ring counter holds four digits and is capped at 9999. There are other changes to the way the level generation works behind the scenes. I've done some preliminary work and Labyrinth Zone looks like it'll have a lot more variety than Green Hill Zone does. I'm also working on fixing the most annoying parts of the Green Hill Zone generation (yes, I'm talking about those three springs) and adding things that should've been there in the first place. There's still a bit more to do, but I'm happy that it's coming along smoothly. I also streamed a complete playthrough of the release version a few days ago, and I've uploaded the recording to YouTube. I wouldn't watch it unless you really want two hours of Green Hill Zone, though. :v:
If I might suggest something, perhaps you can also have the option to change how many lives you have, e.g. 1 life, 3 lives, infinite lives, etc. Because with infinite lives and infinite length, the only way a run would end would be if someone was too sick of the level to go on and wasn't going for some record.
If you want the run to end, don't choose to make it infinitely long. :v: I won't be implementing lives, for many reasons: 1. Having multiple lives then leaves open arguments on whether rings or score (or even distance) should award extra lives. 2. Given the nature of the hack, deaths can often not be the fault of the player. It wouldn't be fair to have a harsh punishment for doing so. 3. If the level needs to be regenerated, should that cost a life? If yes, see 2. If no, it's a pretty easy way to save yourself a life when you're falling. 4. There's a time limit (24 hours), and in the future I might provide options to change this limit instead. I'd rather use this to limit length than the lives system. 5. If you want to play on a single life, you can do it anyway. When you die, don't continue - make a note of the distance you reached and go back to the menu.