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Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!

#1276 User is offline Jason 

Posted 10 March 2012 - 02:07 PM

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Good work, Lobotomy. More spin-related attacks Modern Sonic has, the better. I understand that fixing Modern Sonic and adding Unleashed levels are good for learning how the game is built, but how long until Classic Sonic gets his turn to be tuned up, so to speak? Removing the scripted arcs, toning down the spin dash, etc? Is anyone working on that?

#1277 User is online CesspoolofHatred 

Posted 10 March 2012 - 02:44 PM

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Well, as far as I remember, PolygonJim tried to do something with the scripted arcs, but found out that messing with them fucked things up.

As for toning down the spindash, I THINK I saw a video of that somewhere.... Let me check.

#1278 User is offline Lobotomy 

Posted 10 March 2012 - 03:06 PM

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I'll save you the trouble.

#1279 User is offline Dark Sonic 

Posted 10 March 2012 - 03:40 PM

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Someone must release a pack where Modern Sonic is given a proper roll, classic Sonic is fixed, and both Super Sonic's are fixed (1 ring per second, classic super needs to be faster, modern super needs to not fly anymore and possibly have a bigger ring pull. Also faster too). The patch Sega will never deliver.

And as far as the scripted springs, could some of the scripted springs be replaced by scripted dash pads? That way springs (at least in classic levels) could be script free, and the ones that need it will just be dash pads (like the one in GHZ)

#1280 User is offline Lobotomy 

Posted 10 March 2012 - 04:13 PM

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View PostDark Sonic, on 10 March 2012 - 03:40 PM, said:

Someone must release a pack where Modern Sonic is given a proper roll, classic Sonic is fixed, and both Super Sonic's are fixed (1 ring per second, classic super needs to be faster, modern super needs to not fly anymore and possibly have a bigger ring pull. Also faster too). The patch Sega will never deliver.

And as far as the scripted springs, could some of the scripted springs be replaced by scripted dash pads? That way springs (at least in classic levels) could be script free, and the ones that need it will just be dash pads (like the one in GHZ)


Well, don't hold your breath, because I've sort of been trying to make literally all this happen for a while with moderate success. Most of your complaints I have already resolved, and I am going to release this as soon as I get all of my shit in a row.

Pretty relevant and also ????




View PostJason, on 10 March 2012 - 02:07 PM, said:

Good work, Lobotomy. More spin-related attacks Modern Sonic has, the better. I understand that fixing Modern Sonic and adding Unleashed levels are good for learning how the game is built, but how long until Classic Sonic gets his turn to be tuned up, so to speak? Removing the scripted arcs, toning down the spin dash, etc? Is anyone working on that?


I'm more or less working on it right now, as evidenced by the above.
This post has been edited by Lobotomy: 10 March 2012 - 04:23 PM

#1281 User is offline Jason 

Posted 10 March 2012 - 06:00 PM

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Looks like progress! One thing to add to the list of things Classic Sonic needs fixing is his ..."grip" on walls, for lack of a better term. For example, Sonic can't seem to run through any loops without the assistance of a booster or a long slope, because he gets knocked off the loop if he stops having "whirly feet" at any point along the loop. At last check Sonic in the classics, could stay on walls without "whirly feet" for at least a breif period, just enough to get him through regular-sized loops. If someone gets on that, you would have my utmost appreciation as I think its one of the bigger detrements to the Classic physics.

#1282 User is offline Lobotomy 

Posted 10 March 2012 - 06:05 PM

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View PostJason, on 10 March 2012 - 06:00 PM, said:

Looks like progress! One thing to add to the list of things Classic Sonic needs fixing is his ..."grip" on walls, for lack of a better term.


I'm way ahead of you on that one! No promises, but if the slope detection for Classic is anything like Modern, this is entirely possible.

#1283 User is online Skyler 

Posted 11 March 2012 - 01:19 AM

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View PostLobotomy, on 10 March 2012 - 06:05 PM, said:

View PostJason, on 10 March 2012 - 06:00 PM, said:

Looks like progress! One thing to add to the list of things Classic Sonic needs fixing is his ..."grip" on walls, for lack of a better term.


I'm way ahead of you on that one! No promises, but if the slope detection for Classic is anything like Modern, this is entirely possible.

That's good. I've always found that Classic isn't going through loops that he should very easily.

#1284 User is offline Lobotomy 

Posted 11 March 2012 - 10:07 PM

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Posted Image

HD Retexturing is pretty cool I guess.

#1285 User is offline StreakThunderstorm 

Posted 12 March 2012 - 01:31 PM

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Gonna need a comparison. Can't see much difference.

#1286 User is offline Lobotomy 

Posted 12 March 2012 - 02:54 PM

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The license plate is all I changed. It's 4X the original resolution.

#1287 User is offline StreakThunderstorm 

Posted 13 March 2012 - 09:11 AM

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Oh >.>

#1288 User is offline Wolf Rogers 

Posted 13 March 2012 - 09:48 AM

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HD Licence Plates, the thing that was missing from Speed Highway that I've always wanted. :p

#1289 User is offline Lobotomy 

Posted 13 March 2012 - 10:01 AM

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Look, the point is, retexturing is an option and I expect you fagtards to start doing so >:I (because I'm awful at it).
This post has been edited by Lobotomy: 13 March 2012 - 10:01 AM

#1290 User is offline Chemical Heat 

Posted 13 March 2012 - 11:51 AM

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I was wondering, Since Classic Sonic will be handling the Werehog Stages. Try give him some 2D segments through out the levels with heavy platforming? That'd be awesome

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