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Sonic the Hedgehog Redemption RELEASE.

#121 User is offline Spanner 

Posted 02 September 2009 - 10:12 AM

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When things are new, people use them, such as porting music. When Esrael released a tool, people used it. Same with SCAA and the many guides that are publically available. I don't like hacks with the same shit all the time, not every hack has to have them. If there's public code, look at it and spawn something else from it. If it's music, dick about with it. I get sick of hearing the same stuff all the time, regard
Redemption is okay, it might have some aspects of the generic hack that has generic features but some things like the art edits were okay. Look into these comments and improve them for your next version.

#122 User is offline Jayextee 

Posted 02 September 2009 - 10:32 AM

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QUOTE (Animemaster @ Sep 2 2009, 02:57 PM)
But as they say, its kinda hard to find some unique in a hack as a lot of ideas have been taken already.


Complete and utter bullshit, my friend. Hell sometime roughly two years ago a newbie with no technical prowess at all came up with this kinda stuff:



Look especially at that second one. It may be a tad ugly, but HOLY SHIT IT'S A LABYRINTH ZONE MOD THAT STILL HASN'T BEEN SEEN BEFORE! No, really; point me to another sunken city.

That was me (and the former is now Arid Temple in S-Factor) and I pulled it out of my ass, no planning or anything, just sat there 'doodling' in SonEd2. I know this is tooting my own horn a bit, but I'm pretty lame in other respects -- I can't implement even a small fraction of some of the features this hack has.

Might I add that I didn't even port music either, I went for original stuff (via XM2SMPS). Even if it sounded a bit flat and terrible, it was new; no other hack had it.

UtopiaUK's had a wake-up call here -- if he's overhauling this hack, it could kick some real arse. But please, leave the weak defenses out of it, mmmkay? colbert.png

#123 User is offline Commadoo 

Posted 02 September 2009 - 10:36 AM

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This community will never progress with statements like "It's all been done before so I might as well do it too."

#124 User is offline NiktheGreek 

Posted 02 September 2009 - 11:41 AM

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QUOTE (SOTI @ Sep 2 2009, 04:12 PM)
When things are new, people use them, such as porting music. When Esrael released a tool, people used it. Same with SCAA and the many guides that are publically available.

Very much this. I was in #cult last night explaining the situation - back when I used to run the SSRG hack archive, I was sent a lot of Sonic 2 hacks where someone had very obviously used ESE and ended up with something that was a lot like Sonic 2 Delta. They would all, without fail, have Hidden Palace and Wood Zone added, as well as level designs which looked a hell of a lot like those in Delta. The problem was that people were so wrapped up in the cool technical stuff that they forgot the level design and such.

Today, the situation is a little different, but not much. ASM work has replaced ESE, and Megamix is the new Delta. Unfortunately for the Redemption team, this hack is just one of those imitators that comes in the wake of innovation. You guys have done the whole spindash and elemental shield porting thing (kudos on leaving out the air dash, mind), and that's come off well. Unfortunately, your level designs need a fair amount of work. The broken tiles and object placement issues have already been mentioned, so I won't go over them again.

I'm not trying to piss on your chips or anything, but that's the way I see it. What I'd do from here is re-evaluate your direction. Have a look at some more hacks to get an idea of what has been done and what hasn't, and also check out some examples of good level design. When that's done, check out your own hack for a comparison and figure out what needs to stay and what needs to go. I'm sure something good can come out of this!

#125 User is offline Aquaslash 

Posted 02 September 2009 - 11:55 AM

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QUOTE (Animemaster @ Sep 2 2009, 10:41 AM)
Well It isn't easy for people to port games other than s3k/s3d. Its the easiest way for different music in sonic 1.

TBH, I've found composing new music to be easier than porting it.

#126 User is offline Jayextee 

Posted 02 September 2009 - 12:05 PM

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QUOTE (Aquaslash @ Sep 2 2009, 05:55 PM)
QUOTE (Animemaster @ Sep 2 2009, 10:41 AM)
Well It isn't easy for people to port games other than s3k/s3d. Its the easiest way for different music in sonic 1.

TBH, I've found composing new music to be easier than porting it.


This.

Here's what I reckon; we're not in the age of music ports anymore. Sure, the knowledge is there, but so are the tools to create new stuff. What good is "Glistening Garden Zone" if you've just got Azure Lake's music and Angel Island's graphics? I'd argue that if you want to port an entire zone then DO IT, graphics and music. Nothing wrong there if it's done well.

But the tools are there to create all-new zone graphics and music; and if you REALLY want to show off your ASM, code in some new gimmicks to make it a truly new experience.

These creative half-measures are getting old, the bar should've been raised by now (haven't the combined forces of BroTro, S-Factor, Megamix and Pixel Perfect - among others - done this yet?).

#127 User is offline Axel Letterman 

Posted 10 January 2010 - 03:15 AM

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QUOTE (UtopiaUK @ Sep 2 2009, 02:29 AM)



When I clicked on the link, it came up with this.

QUOTE
File not found. It has been either deleted, or it never existed at all.


I guess I missed out, damn... Oh well, I guess I can wait a bit longer. No need to rush.

#128 User is offline Mad Echidna 

Posted 10 January 2010 - 04:04 PM

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OP: email me the rom at [email protected] and I can host the file for you.

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