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Super Sonic Odyssey better late then never...

#1 User is offline pacguy 

Posted 28 April 2018 - 09:39 PM

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I just realized I never got the chance to put this here, so I may as well copypasta the original hack thread before I get into the new stuff...

I decided that it would be fun to add the Cappy capture mechanic from Mario Odyssey in Sonic 2. Then this happened:



Only EHZ is supported, the game cuts to the Sega Screen after act 2.

Controls:
A: Capture nearby enemies/leave an enemy and become Sonic again

Coconuts:
Up/Down: Move up and down tree
B/C: Throw Coconuts

Masher (fish Badnik):
Left/Right: Move left and right, jumps up and down automatically
Controlled mashers will break when hitting the ground!

Buzzer:
Left/Right: Move left or right
Up/Down: Go up or down (only while moving side to side, also rises very slowly)
B: Dash (makes you move faster, but you can't shoot while dashing)
C: Shoot projectiles


Emerings:
These are something of a call back to the purple coins in Mario Odyssey. They're red, have a unique sound effect, and grant two rings instead of 1. There are 100 to collect in both acts, but they don't do anything other then being counted on the HUD. Can you find all 100? There are many that require usage of the capture mechanic.

Credits:
Natsumi for some playtesting
Clownacy for the Sound driver (which I fully admit I haven't used to it's fullest potential yet)

Old Download


With that out of the way, I recently released a heavily incomplete beta of this as part of a 2000 subscriber special on my youtube channel:


It fixes some issues with the previous release, but also has a lot of unfinished and broken features. Keep in mind that all the new features are extremely unfinished. I haven't touched the code in ages, and don't plan too, so while I appreciate any feedback, it might not amount to anything in the near future.

Beta Download

#2 User is offline KingofHarts 

Posted 29 April 2018 - 02:29 AM

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Seeing this with the robotic animals reminds me a LOT of Space Station Silicon Valley on the N64. If you haven't played it, I STRONGLY suggest you do so. It's a masterpiece, and I also reeckon it could give you some motivation on how to add to this. Nice work!

#3 User is offline Overlord 

Posted 29 April 2018 - 01:19 PM

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Hah, that's actually a really neat idea.

#4 User is offline pacguy 

Posted 30 April 2018 - 01:01 AM

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I just remembered something about the beta that I forgot to mention in the video:
Posted Image

Just in case you really wanted to play "Buzzer in Sonic 2" :rolleyes:

#5 User is offline ICEknight 

Posted 30 April 2018 - 07:21 AM

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Wow, that's a cool little mod. Good work!

#6 User is offline Ravenfreak 

Posted 30 April 2018 - 12:27 PM

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I've seen this on YouTube about a month ago and wondered who made it, this is very creative great work!

#7 User is offline pacguy 

Posted 01 May 2018 - 12:41 AM

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View PostKingofHarts, on 29 April 2018 - 02:29 AM, said:

Seeing this with the robotic animals reminds me a LOT of Space Station Silicon Valley on the N64. If you haven't played it, I STRONGLY suggest you do so. It's a masterpiece, and I also reeckon it could give you some motivation on how to add to this. Nice work!


I took a quick look at the game; it's definitely an interesting little thing. I just might take your advice ;3
This post has been edited by pacguy: 01 May 2018 - 12:41 AM

#8 User is offline IndyCotton 

Posted 04 May 2018 - 11:14 AM

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Looks really fun! Wonder will there be creative use for the Badnicks themselves in the game somehow.

Funnily enough, I had actually imagined about a hack like this, except with you taking a control of a Flicky that has to"invade" Badnicks in order to proceed through an act safely. Different badnicks would be needed to traverse through certain sections or gimmicks of various zones.

Might be good time to pick hacking to see that become true I guess~
This post has been edited by IndyCotton: 04 May 2018 - 11:14 AM

#9 User is offline KingofHarts 

Posted 05 May 2018 - 01:24 PM

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View PostIndyCotton, on 04 May 2018 - 11:14 AM, said:

Looks really fun! Wonder will there be creative use for the Badnicks themselves in the game somehow.

Funnily enough, I had actually imagined about a hack like this, except with you taking a control of a Flicky that has to"invade" Badnicks in order to proceed through an act safely. Different badnicks would be needed to traverse through certain sections or gimmicks of various zones.

Might be good time to pick hacking to see that become true I guess~


I think to go all in on this, you would need to be a tad creative and come up with new abilities and attributes for each badnik that relate to the badnik itself. For example, you must use Coconuts to throw projectiles to destroy armored badniks, or certain obstacles blocking hidden paths... and moving up and down may somehow modify your aim. I'm just spitballing here... again, this all sounds like SSSV and I love everything about it.

#10 User is offline IndyCotton 

Posted 11 May 2018 - 06:53 PM

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View PostKingofHarts, on 05 May 2018 - 01:24 PM, said:

View PostIndyCotton, on 04 May 2018 - 11:14 AM, said:

Looks really fun! Wonder will there be creative use for the Badnicks themselves in the game somehow.

Funnily enough, I had actually imagined about a hack like this, except with you taking a control of a Flicky that has to"invade" Badnicks in order to proceed through an act safely. Different badnicks would be needed to traverse through certain sections or gimmicks of various zones.

Might be good time to pick hacking to see that become true I guess~


I think to go all in on this, you would need to be a tad creative and come up with new abilities and attributes for each badnik that relate to the badnik itself. For example, you must use Coconuts to throw projectiles to destroy armored badniks, or certain obstacles blocking hidden paths... and moving up and down may somehow modify your aim. I'm just spitballing here... again, this all sounds like SSSV and I love everything about it.


Yeah - I guess to concise the concept to easier management, the zones themselves could have very small acts for that puzzle platforming level designs that let you take advantage of these badniks in a good progression.

#11 User is offline pacguy 

Posted 11 May 2018 - 07:24 PM

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That was actually the initial plan behind the challenge mode; I wanted to preserve the original Sonic 2 layouts, so challenge mode would be where the individual badnik abilities could truly shine.

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