Sonic and Sega Retro Message Board: Sonic Classic Heroes - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
Loading News Feed...
 

Sonic Classic Heroes New revision: 0.07f6 - even more fixes

#991 User is offline Bareirito 

Posted 09 February 2012 - 12:18 PM

  • Posts: 102
  • Joined: 20-October 08
  • Gender:Male
  • Location:Argentina
  • Project:Sonic - Mystery of the Chaos Emeralds
  • Wiki edits:4

View Postflamewing, on 09 February 2012 - 12:11 PM, said:

A 'skin' I am thinking of adding is Team Glitch -- Ashura, Blue Knuckles and a glitched Tails. If anyone has ideas for the glitched Tails, feel free to pitch in; I haven't decided on what it would be yet.

What about Wechnia as Tails? :P

EDIT: Liking a lot option D.
This post has been edited by Bareirito: 09 February 2012 - 02:08 PM

#992 User is offline DNLeal 

Posted 09 February 2012 - 12:59 PM

  • Former MMO addict
  • Posts: 92
  • Joined: 01-November 11
  • Gender:Male
  • Location:Costa Rica
  • Project:Reading the archives...
How about Tails with the palette from ********** in Knuckles Chaotix? (which is Mighty's, I think). Consistency ahoy, but yeah, not sure if the palette will allow it.

Edit: NNNGGHHH ninja'd
This post has been edited by DNLeal: 09 February 2012 - 01:00 PM

#993 User is offline flamewing 

Posted 10 February 2012 - 06:15 AM

  • Posts: 563
  • Joined: 11-October 10
  • Gender:Male
  • Project:Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
  • Wiki edits:12

View Postflamewing, on 06 February 2012 - 07:49 AM, said:

And if you are wondering: it might be possible to have Cheese as well; I already have a version of him that works for all S1 levels, and I just need to take care of the S2 levels now:

Upon further looking, I can't rely on the blues used to be available even in S1 part -- the palette indices in question are used for split palettes, meaning Cheese might look cyan, blue or purple depending on the level and on where he is on-screen.

View PostBareirito, on 09 February 2012 - 12:18 PM, said:

What about Wechnia as Tails? :P

I can't use Wechnia and Blue Knuckles at the same time, as they use the same palette line. But I think I can move Tails' tails over to Blue Knuckles like the S3&K ending if you use debug mode+level select to play as Tails on Knuckles' version of Sky Sanctuary zone.

View PostDNLeal, on 09 February 2012 - 12:59 PM, said:

How about Tails with the palette from ********** in Knuckles Chaotix? (which is Mighty's, I think). Consistency ahoy, but yeah, not sure if the palette will allow it.

It doesn't, sadly.

#994 User is offline KingDedede16 

Posted 10 February 2012 - 07:21 PM

  • Posts: 20
  • Joined: 03-December 09
  • Gender:Male
  • Location:Oh, here and there.
Tails for Team glitch?

While not a glitch, people like to assume he is cursed...why not Tails Doll? I dunno, for some reason I feel like he'd belong. :v:

#995 User is offline flamewing 

Posted 14 February 2012 - 08:25 PM

  • Posts: 563
  • Joined: 11-October 10
  • Gender:Male
  • Project:Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
  • Wiki edits:12
The current control method allows double-jump actions whenever the character is on-air and vertical speed is greater than -4 pixels/frame. This sometimes gives 'bad' results -- you press a button just a few frames too late to jump off a ledge and you activate the double-jump action instead. This can be disastrous with a bubble shield over a bottomless pit, for example.

I had an idea to tweak that, has a tiered activation:
  • Whenever the player is moving with vertical speed -4 pixels/frame <= y_vel < 0 pixels/frame, he can activate the double-jump action;
  • if the player has vertical speed y_vel >= 0 pixels/frame, and the player has jumped, then he can activate the double-jump action;
  • if the player has vertical speed y_vel >= 0 pixels/frame, and the player has not jumped (e.g., from a spring), pressing a jump button will set the jump flag, thus enabling a double-jump action by pressing jump again.
It may be difficult to get used to, but I think it is better than always requiring two presses of the jump button for the double-jump action.

Another idea is to split the actions -- button C regains control if jumping from rolling (and curls into a ball), button B activates the double-jump action. Thus, if you always jump with C, you don't suffer from the problem above.

What do you think?






#996 User is offline Boinciel 

Posted 15 February 2012 - 09:47 AM

  • Posts: 65
  • Joined: 23-February 08
  • Gender:Male
  • Location:Winnipeg, Manitoba
  • Wiki edits:1
The best option for a glitched Tails is to mess up his mappings badly and have his sprites be garbled to hell and back while still keeping the same basic tile structure. No new sprites needed, just grab the tile order information from the sound driver or some random address.

#997 User is offline flamewing 

Posted 15 February 2012 - 10:09 AM

  • Posts: 563
  • Joined: 11-October 10
  • Gender:Male
  • Project:Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
  • Wiki edits:12

View PostBoinciel, on 15 February 2012 - 09:47 AM, said:

The best option for a glitched Tails is to mess up his mappings badly and have his sprites be garbled to hell and back while still keeping the same basic tile structure. No new sprites needed, just grab the tile order information from the sound driver or some random address.

Hm. That idea is interesting; it actually doesn't take much randomizing -- just shift his art tile a couple of tiles while still loading the art to the same address. And then shifting his tails over to Blue Knuckles for fun.

#998 User is offline Tiddles 

Posted 15 February 2012 - 02:15 PM

  • Diamond Dust
  • Posts: 319
  • Joined: 25-December 09
  • Gender:Male
  • Location:Nottingham, England
  • Project:Get in an accident and wake up in 1973
  • Wiki edits:31
One idea I just thought of based on that: keep the regular mappings for Tails but shift the object VRAM addr. so he's made of monitor art. This sort of glitch is probably fairly familiar to anyone who's messed with debug in S3/S3K.

#999 User is offline KingofHarts 

Posted 15 February 2012 - 08:56 PM

  • Resident windbag
  • Posts: 835
  • Joined: 07-August 10
  • Gender:Male
  • Location:China (NO, I'm not Chinese...)
  • Project:Triad, STE Engine, REV C hacks, SCHG
  • Wiki edits:1
Back onto the topic of the double jump... I personally think it's fine the way it is... I'd say that people should just time their jumps correctly. Personally I'm ok with the current setup, I've had 0 problems adjusting... but that's just one opinion.

#1000 User is offline Deef 

Posted 16 February 2012 - 03:52 AM

  • Posts: 469
  • Joined: 20-February 10
Hmm. My initial reaction to the double-press idea is leave it. Making this change has that "Two wrongs don't make a right" feel. But I won't write it off in my mind without exploring the idea at least.

The description you gave leaves a few questions, all regarding condition 3.
1. If the first press of jump doesn't put the character in a curled state, what will the player visibly register?
2. If the first press of jump DOES put the character in a curled state, you have now given all the characters a 'Curl Up' move. Which means that in correcting one issue you've made a bigger change to the moveset than the issue itself. In other words, "Should I give all the characters a Curl Up move" is I think a bigger question than "Should I address this mistimed jumps issue?"
3. Either way, if the character is rolling-falling, again I ask what can the player visibly register?
4. If you consider then only applying this double-press move to uncurled-falling characters, are you comfortable then with the double-press having yet another inconsistency, while at the same time leaving the mistimed jumps issue still unaddressed when rolling off edges?

So they are the questions that come to mind when imagining it working.

_____

I think my main hangup with it is the inconsistency. Firstly, one or the other control method is going to be more common. According to your conditions, the large majority of not-jumped air motion that can respond to jump-button input is falling (y_vel>0). So the double-press could well be the common method (and many posts ago you mentioned not liking this). I can't really say from experience whether using the double-jump move is more commonly done at the peak of a spring-bounce/quarterpipe-fling, or during a fall. Whichever method is more common, the player will have to remember the other one at times.

Secondly, the distinction is very small. If a player hits a spring, there will be a period where they only need 1 press, then a period where they need 2. The transition between these two timeframes might eventually be something the player learns, or it might be something that feels irritating if the player is trying to curl up and instead does a flame blast or water bounce. It could feel good to have these 2 different periods providing different options, or it could feel bad, I can't say. This will also be the situation for every quarterpipe the player runs out the top of. Now, instead of problems with the player potentially mistiming a jump, we have problems with the player potentially mistiming a Curl-Up. Instead of trying to judge where the plainly visible land ends, the player is now trying to judge when the curve of an invisible flight path peaks.

It seems to create more to consider than the problem it's solving.

_____

Moving on now, note that the issue you're trying to address only exists for Sonic, and only with the fire, water and homing shields. Of course there must be some punishment for mistiming a jump, that's the point of a platformer. Simply falling is the perfectly intuitive and acceptable punishment that all games know. Maybe this is why the special moves were designed the way they were all along; to keep platforming foundations intact. Anyway, what you're saying by trying to address misfires in S2H is that the punishment is too strong, as demonstrated by the water shield example. I'm just clearing up that it only matters for Sonic, and only for 3 shields because: the insta-shield is the same intuitive "just fall" punishment that always existed, the lightning shield is actually kinder to the player, so is Tails' flying, and assuming the player didn't just stab the button, so is Knuckles' gliding. I bring up all that for the sake of considering other solutions.

_____

The two-button approach is even more overinflated a solution in my opinion. An extra button to address a problem that only occurs at certain locations, and only for Sonic, only for 3 shields. It must be less than 1% of the jumps the player does. I was also a bit confused in that sentence where you wrote "and curls into a ball." If jumping from rolling... he's already in a ball. Shrug. I'm just not a fan of this approach at all; it even threatens the 3-button spin dash, already nerfed to 2 buttons, that a lot of people use.

_____

Approaches:
1. Revert back to the original style. No specials at all unless the player jumped.

2. Do nothing and keep your S2H style. Specials work from any air status if y_vel > -4 pixels/frame. It's a very minor problem perhaps not worth the oversolving.

3. Implement one of the changes you suggest.

4. Reconsider the "always 2 presses/curl up first" approach, bearing in mind that Tails and Knuckles don't need it.
- Reduces need for 2 presses for two thirds of the game already by launching Tails and Knuckles into their flight immediately.
- Means Sonic is the only character that can re-curl in the air.
- This makes perfect sense; he's a hedgehog, he's a guy who rolls natively. Um, I'm ignoring echidnas at this moment heh (and even SA1 uses a 2 press method for Knuckles doh!)
- Just like the insta-shield, it suits Sonic's style of play perfectly; re-curling is a move that gives Sonic a small but useful extra power yet, like the insta-shield, it does not damage his motion at all; a perk Tails and Knuckles don't get with their specials.
- If anything, is too much of a buff for Sonic as it will allow him to recurl always, just like the insta-shield does in S2H now, without messing up his flow with whatever shield he's currently wearing. He will always be able to protect himself from running off edges, and he will always be able to convert every spring's bounce into a badnik or monitor rebound. (An example, EHZ act 2, get a lightning or homing shield then return to the start. Hit the yellow spring and try to bounce off the power sneakers. This is quite difficult; it's actually much better to lose the shield first. Changing Sonic to "One press to curl, 2 presses to activate secondary move" means he'll always have the power to aim his spring/fall-to-rebound transitions properly.)
- If you're rolling-falling then just go straight to the special move. It will be intuitive because the player will see that Sonic is already curled. This would mean the issue you raised about mistiming platform jumps will still exist when rolling from platforms, but not running, and not from springs. I think that's fair. The problem is minimised, the player has the option of running instead, or Tails, or Knuckles, to avoid punishment or they can try for the more skillful, more punishable, rolling jump in the 0.5% of the time this will ever be a concern.

_____

I have more thoughts on the matter but I think I've written enough heh.

#1001 User is offline flamewing 

Posted 16 February 2012 - 07:35 AM

  • Posts: 563
  • Joined: 11-October 10
  • Gender:Male
  • Project:Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
  • Wiki edits:12
Thanks for that in-depth analysis! You have now make me seriously consider requiring two button presses for Sonic whenever he is uncurled, but only one when already curled. Except maybe for insta-shield, I still have to think if it warrants the double-tap.

#1002 User is offline KingofHarts 

Posted 16 February 2012 - 08:09 AM

  • Resident windbag
  • Posts: 835
  • Joined: 07-August 10
  • Gender:Male
  • Location:China (NO, I'm not Chinese...)
  • Project:Triad, STE Engine, REV C hacks, SCHG
  • Wiki edits:1
If going in this direction suggested above... I'd say that Insta-shield should demand a double press if Sonic is uncurled... In the current release, it DOES look a little off... seeing Sonic go right into said maneuver while uncurled.

#1003 User is offline Deef 

Posted 16 February 2012 - 02:30 PM

  • Posts: 469
  • Joined: 20-February 10
Thanks for hearing my input on a hack that I really enjoy.


Regarding the insta-insta-shield, I dunno either way. Yeah it does seem a little redundant; a second press that isn't so amazing. But I'm gonna go with keep it as a 2nd press. The main defense for supporting that possibly redundant feel is that this is exactly how it is for the move in its native game for any non-rolling jump. Sometimes the insta-shield just doesn't impress the player, but that's how it has always been. It's somewhat of a punishment reminder: You don't have a shield? Well this is all you get. It's subtle. Admittedly it's a shame that its subtlety (the rolling jump aid) can't be applied here since in this recently-recurled situation, since the character is always guaranteed to already have horizontal control. (Unless you make Sonic's recurling disable horizontal control! Heh ok now I'm making things too messy. But hmm.)

Another reason to keep it as 2 presses is that if the player finds the 2nd press insta-shield underwhelming (even though it's the same in Sonic 3), they'll probably find the 2nd press nothing-happens-at-all fairly disappointing as well. Let it remain stored and ready to use, the player uses it, doesn't think it's that great and viola, he feels just like he would in Sonic 3: "Hmm be cool if I had a shield."

Meanwhile, in practical terms the 2nd press method is more useful to the player. Recurl to bounce off a Buzzer, but hold your insta for the rebound onto a Coconuts (because they can be little mofos with their timing sometimes). In fact if you Youtube "The Bouncing Challenge" you'll see a video of a 10-hit rebound in EHZ. The most irritating thing about trying to pull that off? The god damn Coconuts and their timing. Now if the player had started The Bouncing Challenge with a run-off the left quarterpipe instead of a roll-off (perhaps to make good use of Sonic's slightly better speed now?), the 2nd press insta-shield would be an absolute treasure and you would feel like a boss as you tell that Coconuts he can kindly stfu with his damn projectiles.

The 2nd press method also saves you from having to decide if a running fall --> recurl+insta move --> bounce off a lightning shield --> press jump the 2nd time will now have the secondary move ready or not.
If not, then the player was unable to enjoy the lightning shield's move kicking in* even though he hadn't used his 2nd press.
If so, then we just changed from hammering jump does nothing, to pressing jump does lightning jump.
* A note here. This particular idea of being able to fall or spring, then recurl, then bounce off a shield monitor, then use that shield ability while still leaping around through the air (with no ground reset necessary) is something I have often wished I could do in one particular place in EHZ. (Red diagonal spring that's tucked under a mobius strip --> recurl --> lightning shield --> huge bounce to where 4 Coconuts and a life are.) (Man I love EHZ in this hack heh.)

And yeah, KofH's point about the look of insta-shielding from a running Sonic.


Just my 222 cents.
This post has been edited by Deef: 16 February 2012 - 02:38 PM

#1004 User is offline flamewing 

Posted 16 February 2012 - 03:57 PM

  • Posts: 563
  • Joined: 11-October 10
  • Gender:Male
  • Project:Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
  • Wiki edits:12
You make a good point overall; I will be making Sonic have to press twice for his double-jump in all cases. There is now the issue if Super/Hyper Sonic will also need this; and I am tending to yes.

I will just disagree about the usefulness of insta-shield -- it is a great tool if you know how to use it: higher collision size and temporary invincibility? That is just too good -- think how much easier the final boss in Death Egg is with it.

#1005 User is offline Beedlee 

Posted 16 February 2012 - 04:53 PM

  • Posts: 11
  • Joined: 29-January 12
Don't know if it helps bugfixing, but I managed to get myself stuck in this part of CPZ2, couldn't get outside the box with any of the characters.

Posted Image

  • 89 Pages +
  • ◄ First
  • 65
  • 66
  • 67
  • 68
  • 69
  • Last ►
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users