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Sonic 4.

#136 User is offline Azukara 

Posted 16 October 2010 - 06:05 PM

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These physics fixes.

#137 User is offline Polygon Jim 

Posted 16 October 2010 - 06:08 PM

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QUOTE (Solaris Paradox @ Oct 16 2010, 06:55 PM)
Convex curves can go and I wouldn't miss them. One gratuitous speed section is as good as another, in my book.

What I believe Aerosol was referring to are the level sections that you actually play.



I can't really think of any sections that are designed very good. Dimps are even worse at level design than programming.


I'm pretty much planning to remove every single homing attack chain, bottomless pit, and dashpad in the game. The only stage that will even get any is Mad gear and I'm pretty much going to make that similar to Chemical Plant with crazy ass speed in a ton of areas. The rest of the stages I'm removing all the stupid shit and only keeping small parts of the old layouts, like the very beginning of Splash Hill before they decide to fuck it up right before the bridge by making a ramp for no fucking reason.

I'm also planning on removing the stupid shit Dimps did were the tiles don't match up at all were there will be an end piece on a wall then another fucking wall sticking out. Also if possible making it not have stupid act specific gimmicks and having them in all the acts and not spammed like a fucking moron did it, so no more Vine, vine, vine, vine, vine, vine, vine, goal sign, or cannon, cannon, cannon, cannon, cannon, goal sign anymore.



The most I can do currently is remove things like dashpads, and redo the art, but as soon as I have any way of editing the levels I am fixing all the stupid shit Dimps did.
This post has been edited by Polygon Jim: 16 October 2010 - 06:08 PM

#138 User is offline Dark Sonic 

Posted 16 October 2010 - 06:10 PM

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While you're at it can you remove the stupid subtitles the levels have. I thought that was one of the most pointless things they added.

And yes, combining gimmicks into multiple acts is essential. It's what classic Sonic did and the only level that even slightly does this is Mad Gear Act 3

#139 User is offline Solaris Paradox 

Posted 16 October 2010 - 06:19 PM

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QUOTE (Polygon Jim @ Oct 16 2010, 07:08 PM)
I can't really think of any sections that are designed very good. Dimps are even worse at level design than programming. I'm pretty much planning to remove every single homing attack chain, bottomless pit, and dashpad in the game.


Good, good, but, uh, it's not just homing attacks, dashpads, and bottomless pits. Just saying.

QUOTE
The only stage that will even get any is Mad gear and I'm pretty much going to make that similar to Chemical Plant with crazy ass speed in a ton of areas.


...

Sure. You do that. I'm just going to play the official version in the meantime. And probably after you release yours, too.

"Good Edition," my ass. Let's take an honest-to-goodness platforming level and Dimpify it even more! SURE! WHY NOT?! While you're at it, MOAR CONVEX CURVES!

QUOTE
The rest of the stages I'm removing all the stupid shit and only keeping small parts of the old layouts, like the very beginning of Splash Hill before they decide to fuck it up right before the bridge by making a ramp for no fucking reason.


Er... so you can jump over it? The, um, classics did that, too... just... sayin'...

QUOTE
Also planning on removing the stupid shit Dimps did were the tiles don't match up at all were there will be an end piece on a wall then another fucking wall sticking out. Also if possible making it not have stupid act specific gimmicks and having them in all the acts and not spammed like a fucking moron did it, so no more Vine, vine, vine, vine, vine, vine, vine, goal sign, or cannon, cannon, cannon, cannon, cannon, goal sign anymore.


Okay, granted, but I do enjoy having certain act-specific gimmicks, personally. It's just those two things that bug me.

If possible, can there just be a physics fix with fewer dashpads on the current version at some point before we re-do EVERYTHING, or something? Because, y'know, some of this shit is actually good, it's not like I'm in the deepest stages of denial or anything. The main reason I'm looking forward to the physics fixes you guys might come out with is so I can play the existing levels more or less as-is unless the physics themselves force a change. If I want to play completely new levels, there's no end to the other fan-projects going on, so there's no particular attraction in a Sonic 4 hack...

Also: vines. Can their function be improved? Because as it stands, the only way to effectively use them is to jump at the apex of the swing. I think these can be physics-ified for epic justice.

QUOTE (Dark Sonic @ Oct 16 2010, 07:10 PM)
While you're at it can you remove the stupid subtitles the levels have. I thought that was one of the most pointless things they added.


...

...

...

Why does this even matter?!

#140 User is offline Polygon Jim 

Posted 16 October 2010 - 06:32 PM

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QUOTE (Solaris Paradox @ Oct 16 2010, 07:19 PM)
QUOTE (Polygon Jim @ Oct 16 2010, 07:08 PM)
I can't really think of any sections that are designed very good. Dimps are even worse at level design than programming. I'm pretty much planning to remove every single homing attack chain, bottomless pit, and dashpad in the game.


Good, good, but, uh, it's not just homing attacks, dashpads, and bottomless pits. Just saying.


Didn't say it was, but those are all stupid and need to get the fuck out.



QUOTE (Solaris Paradox @ Oct 16 2010, 07:19 PM)
The only stage that will even get any is Mad gear and I'm pretty much going to make that similar to Chemical Plant with crazy ass speed in a ton of areas.
...

Sure. You do that. I'm just going to play the official version in the meantime. And probably after you release yours, too.

"Good Edition," my ass. Let's take an honest-to-goodness platforming level and Dimpify it even more! SURE! WHY NOT?! While you're at it, MOAR CONVEX CURVES!


I'm not saying 5000000000 dashpads, but make it the crazy stage with a higher speed element, but still have platforming, like Chemical Plant did. The dashpads don't fit in any other stage.


QUOTE (Solaris Paradox @ Oct 16 2010, 07:19 PM)
QUOTE
The rest of the stages I'm removing all the stupid shit and only keeping small parts of the old layouts, like the very beginning of Splash Hill before they decide to fuck it up right before the bridge by making a ramp for no fucking reason.


Er... so you can jump over it? The, um, classics did that, too... just... sayin'...


I shouldn't have to. All it does it break the flow of the game, a level shouldn't be based on making random ass ramps that just force you to loose all forward momentum unless you jump over it. A few of them is fine, but ones like that are just stupid placement.



#141 User is offline Solaris Paradox 

Posted 16 October 2010 - 06:42 PM

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QUOTE (Polygon Jim @ Oct 16 2010, 07:32 PM)
Didn't say it was, but those are all stupid and need to get the fuck out.


Agreed. Except the convex curves, which bug me only on the level where I prefer more variety in my slope formations and frankly, the convex ones sometimes seem to be the ONLY slopes in the game.

And Splash Hill is too flat most of the time. The slopes feel absurdly artificial compared to Green Hill, Emerald Hill, or Angel Island. I'm not sure how much of that is an optical illusion cast by the plastic grass or how much of it is just the slope formations looking a bit too "stock," but there it is.

QUOTE (Solaris Paradox @ Oct 16 2010, 07:19 PM)
I'm not saying 5000000000 dashpads, but make it the crazy stage with a higher speed element, but still have platforming, like Chemical Plant did. The dashpads don't fit in any other stage.


Alright, I see your point, but beyond changing what the slope angles look like, I don't see how that would change the feel of the level in the slightest. More straight downhill sections instead of roundish downhill sections? Or the same except with "uphill" where "downhill" used to be? I assume the speedboosters would pack more of a kick, at least, but...

QUOTE
I shouldn't have to. All it does it break the flow of the game, a level shouldn't be based on making random ass ramps that just force you to loose all forward momentum unless you jump over it. A few of them is fine, but ones like that are just stupid placement.


Alternately, you can roll off the ramp, bop a couple badniks, and keep on moving. I assume "uncurling" is on your hit list, no?

Would you prefer a random-ass rock or flat ledge that has just the one function of forcing you to jump? OH, WAIT. Green Hill did that. And the ramp.

So I really don't understand what the problem is. If there's one gripe I have with that ramp, it's that the ramp itself is a bit too tall. Jumping when I see it doesn't always clear the ramp.
This post has been edited by Solaris Paradox: 16 October 2010 - 06:44 PM

#142 User is offline Azukara 

Posted 16 October 2010 - 06:44 PM

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Hey Jim, whenever you edit the art to the stages, what are you going to change? Just the shading, just the color scheme, or just a complete rehaul?

#143 User is offline VB.NET 

Posted 16 October 2010 - 06:44 PM

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Are you planning to change Sonic's mid-air acceleration when jumping out of a Spin Dash or roll? Also, playing this game with a FAST Spin Dash would be amazing! thumbsup.png
This post has been edited by VB.NET: 16 October 2010 - 06:44 PM

#144 User is offline Solaris Paradox 

Posted 16 October 2010 - 06:46 PM

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QUOTE (VB.NET @ Oct 16 2010, 07:44 PM)
Are you planning to change Sonic's mid-air acceleration when jumping out of a Spin Dash or roll? Also, playing this game with a FAST Spin Dash would be amazing! thumbsup.png


The Spin Dash is fast. All Jim needs to fix is the goddamn control change that forces you to hold forward to keep your roll speed going. And the rolling physics in general. But the point is, holding forward on the d-pad makes the Spin Dash pretty useful. It's rolling in general that sucks.

#145 User is offline VB.NET 

Posted 16 October 2010 - 06:49 PM

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QUOTE (Solaris Paradox @ Oct 17 2010, 10:46 AM)
QUOTE (VB.NET @ Oct 16 2010, 07:44 PM)
Are you planning to change Sonic's mid-air acceleration when jumping out of a Spin Dash or roll? Also, playing this game with a FAST Spin Dash would be amazing! thumbsup.png


The Spin Dash is fast. All Jim needs to fix is the goddamn control change that forces you to hold forward to keep your roll speed going. And the rolling physics in general. But the point is, holding forward on the d-pad makes the Spin Dash pretty useful. It's rolling in general that sucks.


I've got the 360 version and I've tried charging a full speed Spin Dash before a loop AND holding right and it's still slow compared to the classics in my opinion. It's probably just the friction, Spin Dashing on flat surfaces is decent.

#146 User is offline Solaris Paradox 

Posted 16 October 2010 - 06:51 PM

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QUOTE (VB.NET @ Oct 16 2010, 07:49 PM)
I've got the 360 version and I've tried charging a full speed Spin Dash before a loop AND holding right and it's still slow compared to the classics in my opinion. It's probably just the friction, Spin Dashing on flat surfaces is decent.


Rolling physics on curved surfaces don't seem to work properly in general, actually, although on straight downhill inclines you will get some speed gain that exceeds Sonic's running-speed cap (oh yeah, there's a running speed cap... Jim, get the shotgun...).

It IS slower than the classics, mind you. It's not "slow," just "slower."

#147 User is offline Polygon Jim 

Posted 16 October 2010 - 06:54 PM

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QUOTE (Azukara @ Oct 16 2010, 07:44 PM)
Hey Jim, whenever you edit the art to the stages, what are you going to change? Just the shading, just the color scheme, or just a complete rehaul?



So many questions from people jsadjsksad.


Before I even answer any more I would like to say not to get your hopes up of me finishing this. Look at my project history. I have never finished a single project before. Though if Endri does manage to make a full level editor the chances of me finished are much higher.


But anyway for art, I'll be removing all cell shading, and redoing the level art to not be noise filter + shine. I'll still be keeping a similar idea to what Dimps did, so it will still have all the stages looking like rip offs, just I plan on doing it better.






This is my main problem with the art by the way. Why the fuck is there walls coming out of walls, that are coming out of more walls. asgjdsadasd
This post has been edited by Polygon Jim: 16 October 2010 - 06:57 PM

#148 User is offline VB.NET 

Posted 16 October 2010 - 06:54 PM

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Fair point Solaris Paradox. smile.png

In regards to the speed cap, maybe Dimps was trying to imitate Sonic 1 for instant success! specialed.png
This post has been edited by VB.NET: 16 October 2010 - 06:55 PM

#149 User is offline Solaris Paradox 

Posted 16 October 2010 - 06:56 PM

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QUOTE (Polygon Jim @ Oct 16 2010, 07:54 PM)
But anyway for art, I'll be removing all cell shading, and redoing the level art to not be noise filter + shine. I'll still be keeping a similar idea to what Dimps did, so it will still have all the stages looking like rip offs, just I plan on doing it better.


On the subject of cell-shading, I would just like to register that I think Sonic looks a lot better in the PS3 version on account of not being stupidly shiny... so my idea of how the models should look is somewhere in that direction. Just sayin'.
This post has been edited by Solaris Paradox: 16 October 2010 - 07:07 PM

#150 User is offline Covarr 

Posted 16 October 2010 - 07:03 PM

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QUOTE (Solaris Paradox @ Oct 16 2010, 04:56 PM)
QUOTE (Polygon Jim @ Oct 16 2010, 07:54 PM)
But anyway for art, I'll be removing all cell shading, and redoing the level art to not be noise filter + shine. I'll still be keeping a similar idea to what Dimps did, so it will still have all the stages looking like rip offs, just I plan on doing it better.


On the subject of cell-shading, I would just like to register that I think Sonic looks a lot better in the PS3 version on account of not being stupidly shiny... so my idea idea of how the models should look is somewhere in that direction. Just sayin'.

Your ideas and everyone else's. Sonic has never looked good Shiny, that's a large part of the reason people hate Sonic Adventure DX.

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