Proof of Concept Mecha Sonic hack
#63
Posted 01 October 2009 - 08:48 AM
Hello there Iron Sonic,
I just wanted to tell you that this is one of my top FAVORITE hacks here at Sonic Retro. Playing as a character with a different size REALLY changes gameplay in a very fun way
I was just curious if you're still working on this? Been about 3 months since you last replied.
Also had a few suggestions for this mod:
1. Could you possibly change the left-hand bottom corner "Sonic" (showing your number of lives) to "Mecha" maybe?
2. Mecha could use some more sprite work (sliding, being blown when under water, etc.) but I'm sure you know that already
3. Obviously the layout of certain stages needs changed a bit to account for Mecha's size
4. "Super Mecha Sonic" would rule, especially if you could give him a Beam attack like he uses in S&K
I just wanted to tell you that this is one of my top FAVORITE hacks here at Sonic Retro. Playing as a character with a different size REALLY changes gameplay in a very fun way
I was just curious if you're still working on this? Been about 3 months since you last replied.
Also had a few suggestions for this mod:
1. Could you possibly change the left-hand bottom corner "Sonic" (showing your number of lives) to "Mecha" maybe?
2. Mecha could use some more sprite work (sliding, being blown when under water, etc.) but I'm sure you know that already
3. Obviously the layout of certain stages needs changed a bit to account for Mecha's size
4. "Super Mecha Sonic" would rule, especially if you could give him a Beam attack like he uses in S&K
This post has been edited by NamesAreUseless: 01 October 2009 - 08:49 AM
#64
Posted 01 October 2009 - 10:22 AM
I like this, just one problem than others have said. its a tad slow could you see if you can speed it up?
#65
Posted 01 October 2009 - 01:36 PM
A quick note - MZ is fully completable. I found only three problem areas, one in each act:
Act 1) The crushers are hard to fit through and more to the point they can kill you very, VERY easily. It's best to charge a spin dash then jump through when they're at their maximum height.
Act 2) The first green button is hard to jump on. You can hit it easily by spin-dashing off the raised platform just to the left.
Act 3) Take the bottom route to avoid crusher-based tedium. Mecha cannot fit in the space to hit another green button when required, but if you stand on the crusher and spin-dash left you can glitch through the wall and fall down below, then continue as normal.
I'm on SYZ1 with four emeralds so far
Act 1) The crushers are hard to fit through and more to the point they can kill you very, VERY easily. It's best to charge a spin dash then jump through when they're at their maximum height.
Act 2) The first green button is hard to jump on. You can hit it easily by spin-dashing off the raised platform just to the left.
Act 3) Take the bottom route to avoid crusher-based tedium. Mecha cannot fit in the space to hit another green button when required, but if you stand on the crusher and spin-dash left you can glitch through the wall and fall down below, then continue as normal.
I'm on SYZ1 with four emeralds so far
This post has been edited by JDAdams: 01 October 2009 - 01:38 PM
#66
Posted 01 October 2009 - 01:40 PM
A quick note - MZ is fully completable. I found only three problem areas, one in each act:
Act 1) The crushers are hard to fit through and more to the point they can kill you very, VERY easily. It's best to charge a spin dash then jump through when they're at their maximum height.
Yes, that was shown in my video series as a Response.
Act 2) The first green button is hard to jump on. You can hit it easily by spin-dashing off the raised platform just to the left.
Also shown in my series.
Act 3) Take the bottom route to avoid crusher-based tedium. Mecha cannot fit in the space to hit another green button when required, but if you stand on the crusher and spin-dash left you can glitch through the wall and fall down below, then continue as normal.
This is easily avoidable by heading into the mountainside instead of all the way to the right. The path is completely doable with no glitches. Watch my video series to see it.
I'm on SYZ1 with four emeralds so far
Act 1) The crushers are hard to fit through and more to the point they can kill you very, VERY easily. It's best to charge a spin dash then jump through when they're at their maximum height.
Yes, that was shown in my video series as a Response.
Act 2) The first green button is hard to jump on. You can hit it easily by spin-dashing off the raised platform just to the left.
Also shown in my series.
Act 3) Take the bottom route to avoid crusher-based tedium. Mecha cannot fit in the space to hit another green button when required, but if you stand on the crusher and spin-dash left you can glitch through the wall and fall down below, then continue as normal.
This is easily avoidable by heading into the mountainside instead of all the way to the right. The path is completely doable with no glitches. Watch my video series to see it.
I'm on SYZ1 with four emeralds so far
Comments in Bold.
#67
Posted 01 October 2009 - 01:59 PM
A quick note - MZ is fully completable. I found only three problem areas, one in each act:
Act 1) The crushers are hard to fit through and more to the point they can kill you very, VERY easily. It's best to charge a spin dash then jump through when they're at their maximum height.
Yes, that was shown in my video series as a Response.
Act 2) The first green button is hard to jump on. You can hit it easily by spin-dashing off the raised platform just to the left.
Also shown in my series.
Act 3) Take the bottom route to avoid crusher-based tedium. Mecha cannot fit in the space to hit another green button when required, but if you stand on the crusher and spin-dash left you can glitch through the wall and fall down below, then continue as normal.
This is easily avoidable by heading into the mountainside instead of all the way to the right. The path is completely doable with no glitches. Watch my video series to see it.
I'm on SYZ1 with four emeralds so far
Act 1) The crushers are hard to fit through and more to the point they can kill you very, VERY easily. It's best to charge a spin dash then jump through when they're at their maximum height.
Yes, that was shown in my video series as a Response.
Act 2) The first green button is hard to jump on. You can hit it easily by spin-dashing off the raised platform just to the left.
Also shown in my series.
Act 3) Take the bottom route to avoid crusher-based tedium. Mecha cannot fit in the space to hit another green button when required, but if you stand on the crusher and spin-dash left you can glitch through the wall and fall down below, then continue as normal.
This is easily avoidable by heading into the mountainside instead of all the way to the right. The path is completely doable with no glitches. Watch my video series to see it.
I'm on SYZ1 with four emeralds so far
Comments in Bold.
Well, your last note does not have MZ down as a completable zone :P Also I prefer working it out on my own, instructive as said series may be.
Edit: Cleared the game except for SYZ3, because of that switch for the moving block, and SBZ3, because the end-of-level trigger doesn't work properly. Everything else is doable
This post has been edited by JDAdams: 01 October 2009 - 06:03 PM
#68
Posted 01 October 2009 - 07:22 PM
It looks like interest has been invested in S1Mecha, and since I said it would be done by now and it's not, it looks like I'll make a public update on progress...
Well, Vette Z was handling fixing the layouts up until a couple of weeks ago, when we had a sort of falling out. He's left S1Mecha and took his layouts with him. So I've brought in the help of another friend (Maxd) to help me finish the remaining layouts that need to be patched. As for several of the graphics issues (like the life counter), they are hopefully going to be fixed sometime when I get around to it. Super Mecha is currently not planned for final release, although maybe in the future I'll implement it, since there seems to be some interest. I do have a few additions that I made (for all of you who complained of Sunburnt Robotnik, he's no more) and a couple of general fixes. It might be released by the end of the year, although this isn't my current focused project. It'll get released. Sometime.
Well, Vette Z was handling fixing the layouts up until a couple of weeks ago, when we had a sort of falling out. He's left S1Mecha and took his layouts with him. So I've brought in the help of another friend (Maxd) to help me finish the remaining layouts that need to be patched. As for several of the graphics issues (like the life counter), they are hopefully going to be fixed sometime when I get around to it. Super Mecha is currently not planned for final release, although maybe in the future I'll implement it, since there seems to be some interest. I do have a few additions that I made (for all of you who complained of Sunburnt Robotnik, he's no more) and a couple of general fixes. It might be released by the end of the year, although this isn't my current focused project. It'll get released. Sometime.
#69
Posted 03 June 2010 - 03:17 PM
Ok, Iron Sonic PM'd me on Youtube, and said he doesn't frequent the Sonic Scene anymore.
He also said that this project has been on the backburner for some time, as he is working on other things.
However, he seems interested to pick it up again, but he doesn't see anyone wanting said project completed.
Or so it seems...
He said he wants to know how many of you would like a completed version of this hack.
So answer him. Would you want to see this hack completed?
He also said that this project has been on the backburner for some time, as he is working on other things.
However, he seems interested to pick it up again, but he doesn't see anyone wanting said project completed.
Or so it seems...
He said he wants to know how many of you would like a completed version of this hack.
So answer him. Would you want to see this hack completed?
This post has been edited by RGamer2009: 03 June 2010 - 03:19 PM
#71
Posted 03 June 2010 - 03:41 PM
Hell yeah! I had fun with this PoC back when it was released. Having a full hack made out of it would be awesome.
#75
Posted 03 June 2010 - 04:06 PM
It's always brilliant to see a POC hack get developed into something more, why stop there? Go further!


