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Sonic 3 Complete S&K Collection on MD, with fixes, Sonic 3 music and many options.

#976 User is offline Koquillion 

Posted 07 May 2012 - 11:57 AM

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Hey, just a few lil suggestions again.

Knuckles bad ending (0-6 emeralds), stop Metal/Mecha/whatever Sonic exploding completely since he's intact in the post credits scene.

Just before the credits though, this one kinda sticks out.
Posted ImagePosted Image
On his knees out of breath & standing holding, erm, nothing 2 seconds later.

And for the end with all Emeralds what's going on with Hyper Knux flashing pallette for his victory pose. Looks like its stopping on the wrong colour or something, hard to describe. :v:

A quick one for Sonic/Tails Hydrocity 2.
Posted Image
Maybe some falling animation wouldn't go amiss here.

Quick Q, may have been answered before, anyone tried this on actual hardware? Currently saving up for an Everdrive.

Once again, your humble nitpicker. :)

#977 User is offline SoNick 

Posted 07 May 2012 - 03:26 PM

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That's not "holding nothing!" He's giving a thumbs-up!
It actually fits rather well; after resting on his knees for a bit, Knuckles manages to muster enough strength to stand up and give a final thumbs-up to the player for completing the game!

#978 User is offline TheInvisibleSun 

Posted 07 May 2012 - 03:29 PM

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In that screen shot, it also looks like that arm is missing.

#979 User is offline Knucklez 

Posted 12 May 2012 - 02:54 PM

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I'd like to see the Toxomister's smoke cloud not stick to you while you're in Super/Hyper form, and even while you're invincible.

The cloud should just disperse on contact, as it would when you spindash. You shouldn't be susceptible to some toxic mist if you're invincible.

#980 User is offline That One Jig 

Posted 12 May 2012 - 08:20 PM

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View PostKnucklez, on 12 May 2012 - 02:54 PM, said:

I'd like to see the Toxomister's smoke cloud not stick to you while you're in Super/Hyper form, and even while you're invincible.

The cloud should just disperse on contact, as it would when you spindash. You shouldn't be susceptible to some toxic mist if you're invincible.


I don't think that would be a good idea to implement. The Toxomister's smoke is meant to suffocate the character you're playing as with gas. Consider the fact that characters can still drown underwater while invincible or Super. The reason why the smoke would still affect you is much the same as water.

The only change that this might see is to the Hyper forms (and Super Tails). Even that would be a stretch, though.

#981 User is offline dsrb 

Posted 13 May 2012 - 02:55 AM

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That makes sense, since (as you implied) Hyper forms can breathe underwater.

#982 User is offline KingofHarts 

Posted 13 May 2012 - 11:10 AM

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If Super forms can breathe in space (Doomsday Zone, Biolizard), why can't they breathe underwater or in toxic air?
I always wondered...

#983 User is offline Knucklez 

Posted 13 May 2012 - 11:11 AM

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You're right, that makes a lot more sense. The Hyper forms should see this change, exclusively. However, Super Tails should not; for the same reason he doesn't have a Hyper form.

#984 User is offline KingofHarts 

Posted 14 May 2012 - 07:59 AM

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Slightly off topic, but related to Sonic 3... this question goes out to That One Jig.

I noticed your avatar... with the two different Tails appearances. When playing in Sonic 3K, he has plenty of animations that use both of these different looks. Now, I know that they aren't THAT different, just the face, really... but do you, or does anyone else... know why this is so...?

I notice this any time Tails enters an animation that features different angles of his face. The most blatent example is his standing-rotating sprite (Cylinders in Hydrocity, rotating platforms in Sky Sanctuary) He has a completely different looking face than he normally does.

Was Tails meant to have a new look in Sonic 3, much like Sonic himself got? What's the deal behind this?
And if so, could it be possible to see different sprite styles with Tails, like we have with Sonic?
This post has been edited by KingofHarts: 14 May 2012 - 07:59 AM

#985 User is offline That One Jig 

Posted 14 May 2012 - 02:21 PM

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View PostKingofHarts, on 14 May 2012 - 07:59 AM, said:

I noticed your avatar... with the two different Tails appearances. When playing in Sonic 3K, he has plenty of animations that use both of these different looks. Now, I know that they aren't THAT different, just the face, really... but do you, or does anyone else... know why this is so...?

I notice this any time Tails enters an animation that features different angles of his face. The most blatent example is his standing-rotating sprite (Cylinders in Hydrocity, rotating platforms in Sky Sanctuary) He has a completely different looking face than he normally does.

Was Tails meant to have a new look in Sonic 3, much like Sonic himself got? What's the deal behind this?
And if so, could it be possible to see different sprite styles with Tails, like we have with Sonic?

Hey, somebody noticed what was going on with it! Good job, you deserve a cookie. Flavors come in chocolate chip, oatmeal raisin, and tracking.

For everyone who can't see, here is a larger image for comparison:

Posted Image

I don't believe there's any concrete proof of it being so, but, based on the fact that these variations exist in the first place, I think that Tails was also meant to get a makeover much like Sonic in Sonic 3. Just look at the flying sprite alone. The artists already had both flying sprites AND tired sprites (from Sonic Crackers), so there was no practical reason to make just a few new sprites, with a completely new style, to replace the currently existing ones.

The main differences are in the head and shoes. Everything else is exactly the same, but that doesn't mean that the leftover "new" sprites were complete. Or they might have been. Sonic's sprites differed greatly between S2 and S3, but you can count the major differences: 1) head and spines, 2) shoes, 3) shading on the stomach, and 4) thickness of limbs. All things considered, perhaps these different sprites were complete. But this is all just partial speculation and partial proof. I wasn't around to make Sonic 3, so I wouldn't know for certain. :tinfoil:

As for making a complete sprite set with this different style, it would require a highly inspired artist to get it done. There are many different animations for Tails for which there isn't much to base things off of. 3/4 of the walking sprites need an original head, the running sprites need something new, the 12-sprite springing animation needs something completely pulled out of thin air, and so on. And that's not even considering the shoes. It isn't impossible, but it would need to be done by someone who can envision EXACTLY what the sprites need to look like. I don't really have an idea as to how I'd want to approach them, and I don't imagine I will in the near future. If anyone wants to step up to the challenge, they're free to do so!

Even if they do get done, a new question comes into play: which sprites will be included in the base build? Sonic 3 Complete is meant to be the ideal Sonic the Hedgehog 3, which includes removing leftovers from past games (new level select/sound test, excision of remaining S2 sprites from Sonic's set, etc.). Technically this would mean that the newly completed Tails set would become the "true" S3 Tails, since the sprites in S3(K) are mostly of S2 Tails with a few changed sprites. And for that matter, what would happen to that specific collection of Tails sprites that consists of mostly S2 sprites and a few new ones? There's a lot of questions that need to be answered in a sensible manner for both Tiddles and everyone playing S3C.

Personally, I just try to avoid this conflict and focus on other things. But maybe that's just me being a wuss. :v:

#986 User is offline E-122-Psi 

Posted 14 May 2012 - 08:10 PM

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It did seem like some of the sprite work was unfinished (eg. the leftover Sonic 2 sprites for Sonic) so Tails having a makeover intended makes sense. Then again Tails always seemed a bit more of a quick add on compared to the other two, so it's likely they didn't devote much time on him.

Had an out of the blue idea, return the Super Sonic theme, but to despose of it's repetitiveness, use a fast track version of this:



#987 User is offline Knucklez 

Posted 14 May 2012 - 09:34 PM

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Why is it that when Tails gets hurt, only his body flickers while his tails do not? I understand that they're two seperate parts, but can something be worked around to force his tails to flicker along with his body whenever he takes damage? It would make for a more complete animation.

Posted Image

#988 User is offline Machenstein 

Posted 14 May 2012 - 09:39 PM

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I'm more partial towards Howard Drossin's extension of the Sonic & Knuckles theme in the Virtual Sonic album. Try a fast track version of that instead.

#989 User is offline Tiddles 

Posted 15 May 2012 - 12:58 AM

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I've no intention of changing the way Super music is handled by default. Even the longer track in S2 gets monotonous quickly.
The current default is the best option and you will have a very hard time convincing me otherwise. I made the patches to allow invincibility music due to a couple of requests, and to keep with the principle of allowing important feature changes to be reverted, but I still cannot fathom why anyone would want to use them.

#990 User is offline E-122-Psi 

Posted 15 May 2012 - 01:25 PM

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Very well, it was a rather surreal suggestion anyway (I kinda liked how Drossin extended some of the tracks for the OST).

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