Thanks for all the replies people. Lemme respond to them all!
QUOTE (jasonchrist @ Aug 16 2010, 03:45 PM)
That's looking pretty sweet!
Checking it out now...
QUOTE (DigitalDuck @ Aug 16 2010, 03:53 PM)
While the ASM edits are quite impressive, I see absolutely no sense of direction here. I must've spent a minute trying to figure out how to get past the title screen, as pressing START just resets the game. The save system... I still have no idea what to do there. There are lots of broken tiles, and the Peelout can be performed instantly (instead of the 1/2 second startup time seen in SCD). The boss is impossible to beat without getting hit, and has some very dodgy collision detection.
That said, I like the art and the SCD badniks, and some of the level design is pretty good.
Hmm, pressing start just resets the game? It should go to the options menu where you have to select the moves to go to the level. I'll be sure to change them all to go to the level screen mode. I know the save system is a bit confusing, but here's basically how it works: Go to the slot you wanna use, and hit the Load button. If the slot is empty, you'll end up at the hub again where you can use the springs to start the game. The game is saved every time you complete a level, and run past a signpost. I will look into the broken tiles issue.
The peelout delay was left out for no apparent reason, but I'll be sure to add it back in. The boss should be possible without getting hit, but it may just be a bug in my code again.
QUOTE (Tidbit @ Aug 16 2010, 03:55 PM)
Well, after playing through it a bit, one thing that I noticed was that the level layout was very disorienting. Which in my opinion really needs to be worked on because when I started the first level out I wasn't sure whether I was in a hub area or an actual act. On another note, you may want to apply the air dash to only one button its really annoying to have for all three.
Yes, I will certainly fix that air dash suggestion. As for the level layout - I didn't make it, but I'll forward your suggestion to our Level Designer.
QUOTE (Ell678 @ Aug 16 2010, 04:12 PM)
After playing till Marble Zone 1 (which is where I noticed the level modification seemed to stop, correct me if I am wrong), I am a little disappointed. Not in a hugely negative way, mind you. You and your team have shown some quite good ability but lack, as Digital Duck said, direction. The level design seemed uninspired, but you clearly show the capability to do better, as some areas are quite smart. Your ASM edits are good, your art and music imports are good (something I have never done, shame on me) but this lack of direction is a shame, because you seem to be able to do so much more.
Clearly, you are an intelligent bunch, and you can do so much more, which is what I would love to see. I can't comment on anything but the level design extensively, and even then, it's already been done. Searching level design on this forum will probably bring up a particular topic that details in extensive detail what should and what shouldn't be in a level. Bad level design ruins a hack for me, even if a few areas are good, so I hope this gets taken on board.
tl;dr - Magnificent start, just figure out what style of hack you wish to create.
Yes, we stopped modifying the levels at MZ 1. No one of us knows what direction to go in, so it's up to the people who will actually play the game to decide. We'll be fixing the Level Design soon.
QUOTE (Zero-Boom @ Aug 16 2010, 04:15 PM)
This is really... odd.
Firstly, the title screen seemed to mess up with me, it took me a while to actually start the game working. Then, into the game, the homing attack doesn't home in at all (unless you meant it to be a jump dash), there are various graphical errors in some backgrounds, I'd sometimes randomly gain Speed Shoes, Invincibility, or over gain 100 rings by doing absolutely nothing, collecting a random ring, or using jump dash/HA. Also, a shield in Rotting Ruins Act 2 kills you when you spin-dash to get it, and sometimes Sonic's sprites mess up, as well as others (killing the first Crabmeats in Spring Yard mess up, some of the purple snail badniks disappear too, and sometimes the Sonic has Passed Act screen will mess up).
It's very buggy and odd, but it's also fun to play.
The title screen shoudln't mess up - what exactly does it do? If it doesn't happen after you re-load the ROM, It must be a bug in my SRAM routines. The 'Homing Attack' is actually a simple air dash. These random speed shoes are the base of Super Sonic - I forgot to disable him in this demo. That shield is weird, as that monitor was supposed to be a block, not a monitor. I am aware of the Sonic has passed screen issue - I am just not sure what causes it.
QUOTE (pyrotix @ Aug 16 2010, 04:38 PM)
which is where I noticed the level modification seemed to stop, correct me if I am wrong
That is not correct. The rest of the game has some modification, sometimes in layouts, sometimes just in tiles.
Overall I actually really like this hack, or the progress so far, and I can't wait until the layouts are all changed and the (numerous) bugs are all fixed.
I like the new gfx, imported music, GUI modifications, etc. Good work!
Thanks. We'll be sure to edit these Level Layouts. Anyways, expect a bugfix release soon. (maybe today, or tomorrow, depending on how it goes.)
This post has been edited by theocas: 16 August 2010 - 06:46 PM