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Sonic the Hedgehog Classic Progress and Screenshots

#151 User is offline Eduardo Knuckles 

Posted 04 February 2010 - 07:43 AM

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I have no idea on how awesome it is... I took an atention on the videos... MAN, I GOT SO MUCH IMPRESSED!!!
Definitely, the best work you did in my opinion was in the Desert level. I loved that art, I loved that music, everything there is fuckin' great.
This post has been edited by Eduardo Knuckles: 04 February 2010 - 07:44 AM

#152 User is offline Looki 

Posted 04 February 2010 - 04:31 PM

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This game is pretty awesome so far. v.png
I've been following its progress on your YouTube channel.
It does lag a bit from time to time, but it's playable, and enjoyable, too.
I've also come across some bugs; general physics oddities, which I honestly don't really remember.
Another example: I was playing with my joypad, paused the game, and wasn't able to unpause it.

I've noticed you're using MMF2, did you ever try to export this with the HWA beta of MMF2?
Just a thought, it should greatly increase the performance.

Anyway, looking forward to more news on this.

#153 User is offline Hez 

Posted 04 February 2010 - 06:23 PM

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QUOTE (Looki @ Feb 4 2010, 05:31 PM)
This game is pretty awesome so far. v.png
I've been following its progress on your YouTube channel.
It does lag a bit from time to time, but it's playable, and enjoyable, too.
I've also come across some bugs; general physics oddities, which I honestly don't really remember.
Another example: I was playing with my joypad, paused the game, and wasn't able to unpause it.

I've noticed you're using MMF2, did you ever try to export this with the HWA beta of MMF2?
Just a thought, it should greatly increase the performance.

Anyway, looking forward to more news on this.

I can't get MMF2 HWA...unless someone wants to send it to me? =D

(It tells me I don't have MMF whenever I try and install it)

#154 User is offline Looki 

Posted 05 February 2010 - 10:34 AM

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I'm not sure what you're trying to imply, but you should be able to install HWA (Make sure to download the correct version, Standard or Dev) without any problems unless your copy of MMF is pirated.

#155 User is offline MastaSys 

Posted 05 February 2010 - 12:50 PM

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This is really looking amazing, probably one of the best fan games I ever seen.
I'll be waiting for the full version for sure. smile.png

#156 User is offline Hez 

Posted 05 February 2010 - 01:14 PM

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QUOTE (Looki @ Feb 5 2010, 11:34 AM)
I'm not sure what you're trying to imply, but you should be able to install HWA (Make sure to download the correct version, Standard or Dev) without any problems unless your copy of MMF is pirated.

pirated? What's pirated? I have never heard of piriting? Like the skull and cross bones? Because I would never pirate software...ever...¬_¬

#157 User is offline PicklePower 

Posted 05 February 2010 - 01:42 PM

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QUOTE (Hez @ Feb 2 2010, 01:05 AM)
I might contact you. The special stage is almost done though...

ALso, Final Boss smile.png


It may just be me, but every time I see those two crates, I always think that they're in the foreground at first. It's confusing to try and jump on them only to realize that they're in the background.

#158 User is offline Baby Ghost 

Posted 05 February 2010 - 04:03 PM

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I tried to download the demo (which I very much want to do) but the MediaFire page just sits there forever and ever without providing a download link. Been waiting for half an hour. :P

#159 User is offline iojnekns 

Posted 06 February 2010 - 09:09 AM

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Actually, I had the exact same problem (mediafire download continually timing out) which is rather annoying, perhaps you should consider some alternative hosting - I did get it in the end, I suspect during an off-peak time.

I think this is very probably the first fangame I've ever tried out and I am dimly aware of my own prejudice. I decided to try and share some of my thoughts on the release -

- Okay, I'll get this out of the way early because it's obvious and it's been said before. Physics. I'm not clear on the level of coding which writing a fangame entails, but whatever it is, I fully respect the decent attempt at imitating the classic physics. My problem (and I suppose this is intimately related to the fact that I have always played hacks rather than fangames where accurate physics aren't an issue at all,) is that the art itself is ripped so accurately from Sonic 1 and co that to be playing that Sonic sprite, running around levels with familiar objects, badniks, HUD and the rest of the faithfully recreated elements, that even slight discrepencies in the physics feel jarring. There's not really anything you can do about this short of translating the project to a hack, which I read hints about anyway. In a way it's almost as though you're a victim of your own success - the recreation is so accurate that slight inaccuracies become more noticable

- Having said that, the physics play well in their own right - the only reason I even notice the physics is my own expectation - as a game it works perfectly. The level design was excellent, with classic Sonic pacing and design shrewdly observed and reproduced. The only shame is that you didn't attempt more - you are unfettered by limitations, so can create any enemy you want, yet you stick with existing ones (although it's nice to see some love for the rollbug!) I have to say, even though I know it was a first zone, it was preposterously easy.

- The boss was a pleasant surprise, quite a nice idea despite being very straightforward and easy. I blew through the demo in a couple of minutes - I'm now not surprised you felt that 1 act was not enough - it really wasn't.

- 43MB for a 1 zone demo?!?! It consists mostly of graphics that were ripped from a 4MB ROM!!! It doesn't matter to me - it's not a matter of storage or bandwidth, it just seems preposterous is all.

The final word: the game seems very well executed and it definitely has ambition but it's a shame it doesn't have a little more ambition really - to create rather than remix elements of classic Sonic. As it is I would enjoy it as a momentary distraction - but I don't want to end on a low - you should certainly be proud of what you have achieved here.

#160 User is offline Selbi 

Posted 06 February 2010 - 10:53 AM

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QUOTE (iojnekns @ Feb 6 2010, 03:09 PM)
- 43MB for a 1 zone demo?!?! It consists mostly of graphics that were ripped from a 4MB ROM!!! It doesn't matter to me - it's not a matter of storage or bandwidth, it just seems preposterous is all.

I think that's the music folder (BG_Music), which is, installed, 33MB.

Btw, I may be finally able to play it today myself, as I could finally organize a 1024x768 screen. =D

#161 User is offline Hez 

Posted 06 February 2010 - 12:23 PM

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QUOTE
- Having said that, the physics play well in their own right - the only reason I even notice the physics is my own expectation - as a game it works perfectly. The level design was excellent, with classic Sonic pacing and design shrewdly observed and reproduced. The only shame is that you didn't attempt more - you are unfettered by limitations, so can create any enemy you want, yet you stick with existing ones (although it's nice to see some love for the rollbug!) I have to say, even though I know it was a first zone, it was preposterously easy.


I do agree with most things you say. It is incredibly difficult to find that "just right difficulty" for a first level. The very first rendition had many more spikes and pits and a different badnik. The reviews were "It was too difficult!". It is also very hard when I have absolutely next to no beta testers. I test all this shit myself and have one opinion...my own :\

I do need to add some more badniks, which I will work on in the new levels. They seem half assed.

#162 User is offline Hez 

Posted 08 February 2010 - 11:04 PM

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Two new badniks. The fly will walk around until you get near it. Once near, it flys up in the air and hovers above you for a while, then dives down and attacks. It hits the ground and produces harmful balls similar to the bomb badnik.

The shell guy...is a pain in the ass. He will run away from you if you come near. He hides in his shell if you are too close as well. He will randomly stop in his tracks to lay a bomb egg that explodes into littler harmful projectiles. This is the time you can attack him. He also jumps if there is a ledge near or a set of spikes. I hate him



I will most likely put him into Aqua Planet or Luster Lakes. C&C?

#163 User is offline Bibin 

Posted 08 February 2010 - 11:53 PM

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Hez, I have MMF2 running with the HWA beta just fine (legit copy :P); I could compile it for you and see how it affects performance if you want.

#164 User is offline djdocsonic 

Posted 09 February 2010 - 10:22 AM

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QUOTE (Hez @ Feb 6 2010, 09:23 AM)
QUOTE
- Having said that, the physics play well in their own right - the only reason I even notice the physics is my own expectation - as a game it works perfectly. The level design was excellent, with classic Sonic pacing and design shrewdly observed and reproduced. The only shame is that you didn't attempt more - you are unfettered by limitations, so can create any enemy you want, yet you stick with existing ones (although it's nice to see some love for the rollbug!) I have to say, even though I know it was a first zone, it was preposterously easy.

It is also very hard when I have absolutely next to no beta testers. I test all this shit myself and have one opinion...my own :\
That can easily be rectified.... smile.png I would LOVE to test this on a regular basis.

#165 User is offline Looki 

Posted 09 February 2010 - 10:47 AM

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Okay, some other bugs.

In Act 2, one of the checkpoints (on a loop) wouldn't activate.. probably on a wrong layer.
One of the vertically moving platforms crushed me. I was running fast, then jumped over a gap, and overlapped a moving platform in mid-air. Then I died.

You have to use the enter key quite often, even though the controls are set to joystick.

The music plays even though it's turned off in the options.
This post has been edited by Looki: 09 February 2010 - 10:49 AM

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