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Sonic Classic Heroes Rise of the Chaotix (sorry, Mighty) - v0.10.008a out

#1291 User is offline King 

Posted 16 September 2012 - 01:43 AM

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Still, I think Super Sonic's pose needs to be pretty badass. Have him barely floating off the ground, arms crosses and eyes closed while Tails and Knuckles do their thing.

#1292 User is offline TripleXero 

Posted 16 September 2012 - 06:44 PM

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Having them revert at the end of the stage sort of gives reasoning to why he isn't Super/Hyper at the end of the next zone, unless your making them always Super/Hyper once the emeralds are acquired. That might have been something you mentioned, but I've been staying away from the topic recently because most of the talk is just about the pose and I don't feel like going back to see if I can find it anywhere

#1293 User is offline flamewing 

Posted 16 September 2012 - 06:58 PM

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Team Super and Team Hyper = start as Super/Hyper, dies when runs out of rings. The Super Sonic end pose is for these teams. You could have seen it in the previous page, if you had bothered.

#1294 User is offline TripleXero 

Posted 16 September 2012 - 08:41 PM

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Sorry, I was being a dumbass and wasn't thinking right. Not only was it talked about already, I talked about it already. Anyways, regarding the pose, I wouldn't go for levitating since Sonic only does that while moving in the classics

#1295 User is offline RuRi 

Posted 17 September 2012 - 02:27 PM

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I have to say, for a simple concept based on the Sonic heroes style, it sure makes Sonic 1/2 a lot of fun to play through again, dispite how overpowering having three characters at a time is (but I suppose that's part of the fun).

Also, would something like this be a good end of act pose?: Posted Image

#1296 User is offline KingofHarts 

Posted 21 September 2012 - 12:48 AM

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I know that you have already started on a Sonic 3K Heroes... BUT Any chance to see S3K zones implemented into this? It would be a massive stretch... but given MainMemory's recent upload of his Lockon project, perhaps something similar COULD be done here? Added to the fact that you already implemented much of Sonic 3K's code into this hack it may not be too difficult, outside of squeezing the zones and objects in... that is.

#1297 User is offline Hopalongtom 

Posted 22 September 2012 - 09:47 AM

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View PostRuRi, on 17 September 2012 - 02:27 PM, said:

I have to say, for a simple concept based on the Sonic heroes style, it sure makes Sonic 1/2 a lot of fun to play through again, dispite how overpowering having three characters at a time is (but I suppose that's part of the fun).

Also, would something like this be a good end of act pose?: Posted Image


This is a rarther suitable animation.. a playfull "I'm awesome... Deal with it" Vibe.

Course I can see Tails being rarther annoyed at him for wasting rings to relax like that! XD

#1298 User is offline Aerosol 

Posted 22 September 2012 - 09:18 PM

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That's perfect, proportions aside. He's a little tall.

#1299 User is offline flamewing 

Posted 23 September 2012 - 09:36 AM

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Whelp, I am making another bugfix release because I introduced a bad bug in previous version. So here is the latest version:

Changelog:
Bugs fixed from previous revision:
  • Knuckles could gain anti-gravity glitch on Scrap Brain Zone by standing on a vanishing platform as it vanishes if Tails was not standing on that same platform.
  • Fixed some wrapping bugs.

Bugs fixed from the original games:
  • Jumping from rolling into the MTZ yellow spring walls left you without control, forcing you to use a double-jump action.


#1300 User is offline Deef 

Posted 23 September 2012 - 11:09 AM

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I'm still amazed by how fun this hack is. It surprises me that I enjoy Labyrinth more than Starlight in this hack. Speaking of Labyrinth, the water shield suits Labyrinth Zone more than anything from Sonic 3. In Labyrinth it's just perfect with all the jumping, ascending, and using its motion break to target jumps more efficiently. It's the shield that came 2 games too late, now corrected heh.

I was wondering if that 2-step Sonic fall-roll-insta is still on the cards... just curious really.

Speaking of Sonic, he's definitely the main character in terms of power. Before the buff, peel out and shields I remember Knuckles was the one to go. Now Knuckles is the clumsy guy, with climbing and gliding being redundant 99% of the time thanks to Tails, while his glide-drop really screws up his flow. I'm not suggesting anything be done about Knuckles or Sonic, just registering how much Sonic is on top when it comes to munching through the levels.

Yeah, no contributing remarks from me, sorry. Oh I will say the options screen layout and controls are pretty... cumbersome.

Any other plans to mix things up, apart from the Super/ Hyper teams? I can't remember what your other ideas were.

One thing I would enjoy in this game that might not be hard for you to consider: a level order randomiser. So you enable the randomiser, select a zone to start on, and upon completing 1 act the next act loads from anywhere in the 2 games. If you land on Death Egg and beat it, roll the credits, you win. People would be having marathons... seeing who can get the most, or least, complete set of acts before completing the game. It would be good too for helping players learn act differences, for example I still can't tell most of the S1 & S2 acts apart within a zone just by viewing their map.

Just an idea that could suit the hack I think. At least, for those who like to blast through some stages for fun but wish for more variety without having to consciously keep returning to the menus. You could make it a reward... get 7 emeralds = zone randomiser, get 14 emeralds = act randomiser.

Now I'll stop telling you what to do with your hack. :v:


Oh, I liked the standing Super Sonic sprites you posted earlier. Looked good to me.
This post has been edited by Deef: 23 September 2012 - 11:17 AM

#1301 User is offline FlashingYoshi 

Posted 23 September 2012 - 03:54 PM

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NEW EDIT

View PostRuRi, on 17 September 2012 - 02:27 PM, said:

I have to say, for a simple concept based on the Sonic heroes style, it sure makes Sonic 1/2 a lot of fun to play through again, despite how overpowering having three characters at a time is (but I suppose that's part of the fun).

Also, would something like this be a good end of act pose?: Posted Image


That's epic.

View Postflamewing, on 23 September 2012 - 09:36 AM, said:

Whelp, I am making another bugfix release because I introduced a bad bug in previous version. So here is the latest version:

Changelog:
Bugs fixed from previous revision:
  • Knuckles could gain anti-gravity glitch on Scrap Brain Zone by standing on a vanishing platform as it vanishes if Tails was not standing on that same platform.
  • Fixed some wrapping bugs.

Bugs fixed from the original games:
  • Jumping from rolling into the MTZ yellow spring walls left you without control, forcing you to use a double-jump action.



What's MTZ? Mystic Cave or Hill Top?
EDIT: I see that MTZ means Metropolis Zone. This is why I always hated using stuff like GHZ, MZ, SBZ, and DBZ. (Okay, I made the last one up, but it could well be something real.) It's kinda hard to tell what you mean by the abbreviations. Though this could be in part to me not being completely devoted to Sonic. But, HOLY CRAP, that post was fast!

View PostDeef, on 23 September 2012 - 11:09 AM, said:

Any other plans to mix things up, apart from the Super/ Hyper teams? I can't remember what your other ideas were.

One thing I would enjoy in this game that might not be hard for you to consider: a level order randomiser. So you enable the randomiser, select a zone to start on, and upon completing 1 act the next act loads from anywhere in the 2 games. If you land on Death Egg and beat it, roll the credits, you win. People would be having marathons... seeing who can get the most, or least, complete set of acts before completing the game. It would be good too for helping players learn act differences, for example I still can't tell most of the S1 & S2 acts apart within a zone just by viewing their map.

Just an idea that could suit the hack I think. At least, for those who like to blast through some stages for fun but wish for more variety without having to consciously keep returning to the menus. You could make it a reward... get 7 emeralds = zone randomiser, get 14 emeralds = act randomiser.


Best idea ever. Period. ;)
This post has been edited by FlashingYoshi: 30 September 2012 - 01:42 PM

#1302 User is offline redhotsonic 

Posted 23 September 2012 - 03:57 PM

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View PostFlashingYoshi, on 23 September 2012 - 03:54 PM, said:

What's MTZ? Mystic Cave or Hill Top?


Metropolis Zone

#1303 User is offline flamewing 

Posted 23 September 2012 - 05:19 PM

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RHS ninja'd me; but in any case: the T in MTZ is to differentiate it from Marble Zone (the original MZ).

#1304 User is offline Kamek 

Posted 01 October 2012 - 07:53 PM

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This is an amazing hack; it got me to actually play all the way through Sonic 1 (which I have never done to this date, though I will have to try again with Sonic alone, as it's easy to breeze through with Tails/Knuckles) The team AI is fairly smart too, I like being able to carry other teammates as Tails and either switch mid-flight or drop 'em off and keep going. The transition between S1 and S2 is great as well, though a keen ear can detect where the boss music was cut to make the shorter mix.

Bug report time! Gotta love 'em. For what it's worth, I played a complete S1+S2 game with all emeralds and didn't run into any showstoppers (just a few Knuckles climbing oddities), so you've done a good job on bug-squashing.

Somehow I broke the lower boundary in GHZ3. I have not been able to reproduce this glitch and I'm not even sure how it occurred. I was hopping in and out of Sol special stages, so that might have had something to do with it, but I don't remember the exact route I took and I haven't been able to reproduce the error. I'll let you know if I figure out what went wrong.

Posted Image
Save state

And here's a showstopper I found while trying to track down the above glitch. Play as Tails alone or Tails with a partner, then enter any Sol special stage. Upon exiting the stage, start flying away from the starpost, and an invisible partner will grab onto you or your actual partner, crashing the game. Scrolling off-screen won't get rid of this "shadow partner"; even going halfway across the Zone and returning will allow you to freeze the game this way.

Posted Image

Using Kega Fusion 3.51, BTW. Also, THANK YOU BOTH for such an incredible hack, and I can't wait to try out Team Super/Hyper :D
This post has been edited by Kamek: 01 October 2012 - 07:53 PM

#1305 User is offline FlashingYoshi 

Posted 18 October 2012 - 04:20 PM

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View PostKamek, on 01 October 2012 - 07:53 PM, said:

This is an amazing hack; it got me to actually play all the way through Sonic 1 (which I have never done to this date, though I will have to try again with Sonic alone, as it's easy to breeze through with Tails/Knuckles) The team AI is fairly smart too, I like being able to carry other teammates as Tails and either switch mid-flight or drop 'em off and keep going. The transition between S1 and S2 is great as well, though a keen ear can detect where the boss music was cut to make the shorter mix.

Bug report time! Gotta love 'em. For what it's worth, I played a complete S1+S2 game with all emeralds and didn't run into any showstoppers (just a few Knuckles climbing oddities), so you've done a good job on bug-squashing.


View Postflamewing, on 10 August 2012 - 07:51 PM, said:

I am not in the slightest interested in the "bugs" regarding Knuckles not being able to climb sprites. I swear, I will get myself banned insulting the next person to "report" them. I am also not interested in anything regarding people doing stupid things after the act ends.


View PostKamek, on 01 October 2012 - 07:53 PM, said:

Somehow I broke the lower boundary in GHZ3. I have not been able to reproduce this glitch and I'm not even sure how it occurred. I was hopping in and out of Sol special stages, so that might have had something to do with it, but I don't remember the exact route I took and I haven't been able to reproduce the error. I'll let you know if I figure out what went wrong.

Posted Image
Save state

And here's a showstopper I found while trying to track down the above glitch. Play as Tails alone or Tails with a partner, then enter any Sol special stage. Upon exiting the stage, start flying away from the starpost, and an invisible partner will grab onto you or your actual partner, crashing the game. Scrolling off-screen won't get rid of this "shadow partner"; even going halfway across the Zone and returning will allow you to freeze the game this way.

Posted Image

Using Kega Fusion 3.51, BTW.

Unable to reproduce these or load the state. What build are you using?

View PostKamek, on 01 October 2012 - 07:53 PM, said:

Also, THANK YOU BOTH for such an incredible hack, and I can't wait to try out Team Super/Hyper :D

04 01 02 06.

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