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Sonic 3 A.I.R. Release Thread By Eukaryot. Too awesome not to post about

#166 User is offline The Growler 

Posted 17 May 2019 - 04:15 PM

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View PostMcAleeCh, on 17 May 2019 - 03:40 AM, said:

View PostEukaryot, on 15 May 2019 - 03:47 PM, said:

- Added music options for the SSZ boss fights taken from Sonic 1 & 2


I've downloaded that version but couldn't find the options to change the music to Sonic 1 or 2; all I see are just the Sonic 3/S&K option choices like before.

#167 User is offline Eukaryot 

Posted 18 May 2019 - 07:57 AM

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View PostThe Growler, on 17 May 2019 - 04:15 PM, said:

View PostMcAleeCh, on 17 May 2019 - 03:40 AM, said:

View PostEukaryot, on 15 May 2019 - 03:47 PM, said:

- Added music options for the SSZ boss fights taken from Sonic 1 & 2


I've downloaded that version but couldn't find the options to change the music to Sonic 1 or 2; all I see are just the Sonic 3/S&K option choices like before.

It's the last option in Audio, "Sky Sanctuary Bosses".

By the way, as the preview seemed to be okay and with no new problems, I made it the new proper update (with today's date). Download and changelog on sonic3air.org.
Thanks for everyone testing the preview versions, I don't want to imagine how to make an actually stable version of the game without your play testing! :)

#168 User is offline T.Q. 

Posted 18 May 2019 - 08:55 PM

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The "Randon Sheilds" option doesn't seem to be working properly in the game. I started with Angel Island, and so far I've encounter all Water Shield monitors than random ones. Like so far, I encounter 6 Water Sheilds, and 1 Electric Sheild in both Angel Island acts alone.

Okay, nevermind, it may have been just been the case the randomness did indeed deal out a high quantity of water shields.

So in that case, thank you for your work Eukaryot! The hardware render issue seems to have been fixed as well.

EDIT: Ah ha! New bugs.

BUG #19
CLICK HERE FOR BIN FILE. This takes place in Ice Cap Zone Act 2. This relates to an area at the last loop about 90% at the end of Ice Cap Zone act 2. Hyper Sonic dies on the loop when rolling down it. The first bug I mentioned about this is that Hyper Sonic gets stuck on the loop. Now he dies.

BUG #20
CLICK HERE FOR BIN FILE. This takes place in Ice Cap Zone Act 2. Somehow, I can't go through the loop at around 85% at the end of the zone. I must have done something that locked me out from entering the loop.

View PostDJSpindash, on 17 May 2019 - 11:11 AM, said:

View PostMcAleeCh, on 17 May 2019 - 03:40 AM, said:

Not able to check this out at the mo, but are they simply the untouched tracks from Sonic 1 and Sonic 2, or have the drums been updated to use the Sonic 3 & Knuckles percussion samples to help them blend in better with the rest of the soundtrack?

Like the S2 Super theme, the emulated versions have the original drums and the remastered versions have the S3K drums.

On another note, here's another work-in-progress remastered track, this time muting some of the channels for the loop. Any feedback or suggestions appreciated. :)/>/>/>/>/>/>



MUSIC IDEA #1
Maybe an idea for the music can be to have it:

1. Play normally for two loops
2. Then have some channel(s) muted for 1 loop
3. Then back to the main version for 1 loop
4. Then some other channel(s) muted for 1 loop

And that's it, back to step 1.

I made extended music for myself years ago to play in my car or cell phone. You can download it here to get an idea, if you wish to implement it to this game mod: https://www32.zippys...5Eyje/file.html

MUSIC IDEA #2
I liked that way the Hydrocity Act 2's music ended in your video, DJ Spindash. That sounded like what would happen after Sonic reaches the end of the level just before Robotnik's music starts.

What I'm thinking of is creating some sort of 3-second "end tags" (to each level) to end the main level music before an event occurs (e.g. before the mid-boss, before Robotnik's theme, before the Act Clear cue).

MUSIC IDEA #3
Give the player the option to randomize the modded music when a level starts? Like say I have 3 difference remixes of Angel Island Zone act 1 that I love, but have to choose one because this game mod only allows for one modded piece of music. Maybe come up with the ability for the game to randomly pick a piece of music for Angel Island act 1?
This post has been edited by T.Q.: 18 May 2019 - 11:56 PM

#169 User is offline The Growler 

Posted 19 May 2019 - 01:33 PM

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View PostEukaryot, on 18 May 2019 - 07:57 AM, said:

View PostThe Growler, on 17 May 2019 - 04:15 PM, said:

View PostMcAleeCh, on 17 May 2019 - 03:40 AM, said:

View PostEukaryot, on 15 May 2019 - 03:47 PM, said:

- Added music options for the SSZ boss fights taken from Sonic 1 & 2


I've downloaded that version but couldn't find the options to change the music to Sonic 1 or 2; all I see are just the Sonic 3/S&K option choices like before.

It's the last option in Audio, "Sky Sanctuary Bosses".

By the way, as the preview seemed to be okay and with no new problems, I made it the new proper update (with today's date). Download and changelog on sonic3air.org.
Thanks for everyone testing the preview versions, I don't want to imagine how to make an actually stable version of the game without your play testing! //forums.sonicretro.org/public/style_emoticons/default/smile.png

Got it now, thanks (it appeared in the latest build)

BTW, it's not exactly cheating, but I managed to get the "Double Dose of Stars" achievement by using the 'randomised monitors' setting (there were 2 invincibility monitors together); I'm pretty sure that shouldn't be one of the ways to get the achievement.


A music idea I had (after reading T.Q's) is maybe have the old 'sound/music slightly muffled when you're underwater' option - if that's possible (unless that'd just be annoying)? - ala. Generations.
This post has been edited by The Growler: 19 May 2019 - 02:02 PM

#170 User is offline Black Squirrel 

Posted 19 May 2019 - 01:49 PM

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Thought of the day:

The Mushroom Hill Zone act 2 boss, when Robotnik is flying backwards on fire - he should probably use his shocked expression.

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