Of course, that is your decision so I can't make you have the game with a fair challenge.
S3K Loco Formerly S3K: The Harder Levels
#16
Posted 09 October 2011 - 07:17 AM
The game right now looks like it's aiming too much towards cheap difficulty rather than actual challenge.
Of course, that is your decision so I can't make you have the game with a fair challenge.
Of course, that is your decision so I can't make you have the game with a fair challenge.
#17
Posted 09 October 2011 - 11:47 AM
As somebody who is currently hacking S3K (and has been for quite a while), I'd like to say I was a little happy that someone else had decided to hack S3K as well... I'd have liked to say that, I really would. Let's break it down the only way I know how:
Level layout - Thus far, I see a lot of chunks that don't connect together properly. I know that AIZ1 is a difficult level to modify (Hell, I revised my own new layout for it several times and it is still not perfect) but this needs some more work. If you look at how the original level pieced them together as a basis, you'll be able to get something consistent. AIZ2 is a bit easier to edit but it still has a lot of misplaced chunks, which don't look good.
Glitches - You have already noted that there a number of glitches that you are aware of and the layout itself gives host to a ton of new ones. I can explain a few; (1) The waterfall platforms don't load the correct art because the art doesn't exist in AIZ1. They were created solely for AIZ2. (2) SMB1 scrolling (and the title card freezing for a few seconds) can only be triggered by a misplaced object with the wrong object ID or you have moved a level specific object that needs to be in a specific place for an event to work. I don't know which but you need to change one of these back. (3) Starting positions that are editable are different from ones that are hard coded from an event. If you want to change those, you'll have to look at the events and see how they work.
Knuckles - I agree with everyone else; Knuckles' Chaotix sprite doesn't really work and unless you fix the mappings and remake Sonic and Tails in the same way, I can't see it working too well.
Conclusion: I came in excited, I left disappointed. I don't want to feel like I am an expert in how S3K works (I'm far from it) but after spending a few years working with it (specifically layouts), I know a bit about how layouts are done within S3K's limitations. I feel that if you take some considerable time to create a layout, then it will come out a lot better than a rushed one. That being said, don't feel disheartened by what I have said. Take it as feedback (which I hope it is) and use it to better your work.
Level layout - Thus far, I see a lot of chunks that don't connect together properly. I know that AIZ1 is a difficult level to modify (Hell, I revised my own new layout for it several times and it is still not perfect) but this needs some more work. If you look at how the original level pieced them together as a basis, you'll be able to get something consistent. AIZ2 is a bit easier to edit but it still has a lot of misplaced chunks, which don't look good.
Glitches - You have already noted that there a number of glitches that you are aware of and the layout itself gives host to a ton of new ones. I can explain a few; (1) The waterfall platforms don't load the correct art because the art doesn't exist in AIZ1. They were created solely for AIZ2. (2) SMB1 scrolling (and the title card freezing for a few seconds) can only be triggered by a misplaced object with the wrong object ID or you have moved a level specific object that needs to be in a specific place for an event to work. I don't know which but you need to change one of these back. (3) Starting positions that are editable are different from ones that are hard coded from an event. If you want to change those, you'll have to look at the events and see how they work.
Knuckles - I agree with everyone else; Knuckles' Chaotix sprite doesn't really work and unless you fix the mappings and remake Sonic and Tails in the same way, I can't see it working too well.
Conclusion: I came in excited, I left disappointed. I don't want to feel like I am an expert in how S3K works (I'm far from it) but after spending a few years working with it (specifically layouts), I know a bit about how layouts are done within S3K's limitations. I feel that if you take some considerable time to create a layout, then it will come out a lot better than a rushed one. That being said, don't feel disheartened by what I have said. Take it as feedback (which I hope it is) and use it to better your work.
This post has been edited by D.A. Garden: 09 October 2011 - 11:49 AM
#18
Posted 09 October 2011 - 02:36 PM
D.A. Garden, on 09 October 2011 - 11:47 AM, said:
Level layout - Thus far, I see a lot of chunks that don't connect together properly. I know that AIZ1 is a difficult level to modify (Hell, I revised my own new layout for it several times and it is still not perfect) but this needs some more work. If you look at how the original level pieced them together as a basis, you'll be able to get something consistent. AIZ2 is a bit easier to edit but it still has a lot of misplaced chunks, which don't look good.
You're correct that AIZ1's chunk selection is complete and utter garbage. The vanilla level was only ever meant to fly by in about half a minute, and it definitely shows. There's some really basic stuff missing from the original chunk list, such as certain ledges and hills, and walls. It was stuff like this that caused me to call it quits on the game back in about 2006 or so.
However, it's not 2006 anymore. SonED2 supports Sonic 3 and is completely capable of remapping the 128x128 chunks, as well as the 16x16 blocks and even 8x8 tiles if you really need/want to. Limited chunk selection is no longer an excuse for a messy level.
Tamkis: If you're serious about working with Sonic 3, then I suggest getting familiar with SonED2's tile editor and utilizing it when you can't find what you want in the chunk list. Once you understand how it works, you can start doing cool stuff and adding variety that AIZ1 never had before:
#19
Posted 09 October 2011 - 02:53 PM
D.A. Garden, on 09 October 2011 - 11:47 AM, said:
Knuckles - I agree with everyone else; Knuckles' Chaotix sprite doesn't really work and unless you fix the mappings and remake Sonic and Tails in the same way, I can't see it working too well.
But that's not very hard to do. Go with the Sonic CD sprite sheet for Sonic as appropriate, and it should fit just fine, though you may want to adjust palettes in the process.
#20
Posted 13 October 2011 - 01:59 PM
With the preview release made (although not that great according to popinion), I will be concentratring on music and character art, in that order, before working on any more levels. Below is my proposed playlist for the music, copied from an excel sheet. Since there were 2 free music slots in the standard music banks, I added a separate song for HPZ and for the Special stage results. The songs are mostly from S2F, S3D, SC/KC, and some other games. How do you like the playlist so far? Any comments/suggestions?
Key:
S3D=Sonic 3D Blast
SC=Sonic Crackers
KC=Knuckles Chaotix
S2F= Sonic 2 Final
R=Ristar
MJM= Michael Jacksons Moonwalker
SNN= Sonineko (hack)
MM2RW=Megaman 2: The Robotnik Wars (my own hack)
Key:
S3D=Sonic 3D Blast
SC=Sonic Crackers
KC=Knuckles Chaotix
S2F= Sonic 2 Final
R=Ristar
MJM= Michael Jacksons Moonwalker
SNN= Sonineko (hack)
MM2RW=Megaman 2: The Robotnik Wars (my own hack)
Dest Src AIZ1 GGZ1 (S3d) AIZ2 Boss theme (MJM) HZ1 RRZ1 (S3d) HZ2 RRZ2 (S3d) MGZ1 HTZ (S2F) MGZ2 Billie Jean (MJM) CNZ1 Speed of Sound (KC) CNZ2 Childs Song (KC) FBZ1 Walking (SC) FBZ2 Electoria (SC) MHZ1 Shooting Ristar (R MHZ2 Dancing leaves (R SZ1 Beat It (MJM) SZ2 Labyrinth (KC) LRZ1 VVZ1 (s3d) LRZ2 VVZ2 (s3d) SSZ SCZ (S2F) DEZ1 DEZ (S2F) DEZ2 GGZ2 (S3D) Act 1 Boss Crazy Kings (R Act 2 Boss Boss (S3d) Doomsday Greedy Game (Ristr) Rolling Jump Bonus Stage Busy Flare (R Special Stage Special Stage (s3d) Slot Machine Bonus Stage Nice meeting you (KC) Knuckles' Theme Surprise (KC) Title S3D Title 1UP 1up (S2F) Chaos Emerald n/a ICZ1 ICZ S3&KC (SNN) ICZ2 DDZ1 (s3d) LBZ1 LBZ S3&KC (SNN) LBZ2 Hyper-Hyper (SC) Gum Ball Machine Bonus Stage 2 player results (s2F) Azure Lake Door into sumr (KC) Balloon Park Moonrise (SC) Desert Palace Combination (KC) Chrome Gadget Evening star (SC) Endless Mine MCZ 2p (S2F) *HPZ HPZ (S2F) Competition Menu Chaotic World (KC) *S3 countdown/Continue From Party to Prty (KC) Game/Time Over Mechanical Dance (KC) *Special Stage clr Overture (KC) Act clr Act clear (KC) Invincible Invin MMWW (mm2rw) Menu Take off (KC) Final Boss Oriental Legend (KC) S3&K credits n/a S3&K outro n/a
#21
Posted 15 October 2011 - 07:03 PM
Good news, another DEMO update is available! Many new features have been inserted into the ROM, including:
A new SEGA PCM sound effect ("I'm outta here!", from Sonic CD)
More, better-aligned Knuckle's art from Knuckle's Chaotix
Improved Knuckle's palette for the art
Ported Music! (Though, some are WIP and need retouched from its initial port)
3 new player modes (Blue Knuckles, Red Knuckles and Tails, Blue Knuckles and Tails)
Improved AIZ
2 modified, harder special stages (the 2nd is a WIP)
1 new monitor (reverse gravity monitor. Currently only available in Debug mode)
See the first post for more information
Some pictures showing the new player modes:






Things I am working on:
Fixing general bugs
Fixing bugs pertaining to Blue Knuckles modes
Creating new special stages
Other things
C&CC is welcomed, as always. Would you guys like me to write SCHG how-tos on how to enable Blue Knuckles, and how to make Red/Blue Knuckles & Tails mode?
A new SEGA PCM sound effect ("I'm outta here!", from Sonic CD)
More, better-aligned Knuckle's art from Knuckle's Chaotix
Improved Knuckle's palette for the art
Ported Music! (Though, some are WIP and need retouched from its initial port)
3 new player modes (Blue Knuckles, Red Knuckles and Tails, Blue Knuckles and Tails)
Improved AIZ
2 modified, harder special stages (the 2nd is a WIP)
1 new monitor (reverse gravity monitor. Currently only available in Debug mode)
See the first post for more information
Some pictures showing the new player modes:






Things I am working on:
Fixing general bugs
Fixing bugs pertaining to Blue Knuckles modes
Creating new special stages
Other things
C&CC is welcomed, as always. Would you guys like me to write SCHG how-tos on how to enable Blue Knuckles, and how to make Red/Blue Knuckles & Tails mode?
#23
Posted 15 October 2011 - 08:25 PM
#24
Posted 15 October 2011 - 10:12 PM
Puto, on 15 October 2011 - 08:01 PM, said:
I disagree. It doesn't play long enough in the actual game (if you run right at the start) so most people miss it. Why NOT have a full level where we can hear it more? X Zone from Sonic Advance has the same problem. You would never know there was more to the song than the first loop.
Also all Boss music in the Sonic Advance series that only last for 4 hits.
#25
Posted 15 October 2011 - 10:59 PM
The issue I see is mainly that the sounds like it won't even fit in Sonic 3, stylistically. It's not the type of song that comes to mind when I imagine the huge, open areas seen in the Sonic 3 iteration of Death Egg Zone.
Speaking of clashing styles: I honestly recommend just ditching the Chaotix Knuckles sprites. Unless you really want to redraw Sonic and Tails (and other miscellaneous pieces of art) in the same style, Knuckles will just stick out like a sore thumb.
There's tons of things that just plain don't fit in this hack, right down to your replacement of the Sega PCM. Just because you can change something doesn't necessarily mean you should.
Speaking of clashing styles: I honestly recommend just ditching the Chaotix Knuckles sprites. Unless you really want to redraw Sonic and Tails (and other miscellaneous pieces of art) in the same style, Knuckles will just stick out like a sore thumb.
There's tons of things that just plain don't fit in this hack, right down to your replacement of the Sega PCM. Just because you can change something doesn't necessarily mean you should.
