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

#1516 User is offline Turbohog 

Posted 12 April 2012 - 09:18 PM

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Classic Sonic can be put in any 3D stage, so it "works". However, he doesn't handle very well and spindashing is very limited and causes the game to crash when used usually. I don't think anyone has tried to fix this or has succeeded yet.

#1517 User is offline Yarharhar 

Posted 12 April 2012 - 11:24 PM

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Has anyone looked into what it would take to get different enemies/characters into the game? Is their logic mostly hard-coded, and/or controlled by scripts or even havok behavior files? At some point expanded the current assortment would be great.

#1518 User is offline Elratauru 

Posted 13 April 2012 - 06:17 AM

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Holy fuck. Lightin' and shadows! So godlike! :v: I'm nnnghhhh all over the place :v:

Epic job, for real. Dario for God member indeed :3! I cant wait to see custom stages too :O

#1519 User is offline W.A.C. 

Posted 13 April 2012 - 11:09 AM

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I saw in some YouTube comment that some person would really like to see Sonic '06 remade in Sonic Generations' engine. This made me wonder wouldn't it be a better idea to remake Sonic Colors using the engine? I recently started replaying the game and the biggest two issues I have it with are the controls and the fact that too much of the gameplay is scripted. Sonic Generations didn't have this issue largely largely due to the game having a better engine. It would be absolutely amazing if people tried to remake the game using the Generations engine without a lot of the segments in the game being very scripted in how it controls. Also getting rid of a lot of invisible walls would be nice. The amount of invisible walls in that game is ridiculous.

#1520 User is offline Dario FF 

Posted 13 April 2012 - 11:21 AM

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Colors is fine as it is IMO. If you wanted HD just play it with Dolphin. The 30 FPS cap isn't annoying for it either since it's not as fast as say, Unleashed. Besides you do realize that you would probably only get as far as porting a few stages without making them totally different. The game relies, and IS designed for Wisps. Seriously how the hell would you even do Starlight carnival or Asteroid Coaster?

I think time would be better dedicated to custom stages or reimaginations people keep begging for in those DLC threads. But hey, only way that'll work is to actually start working on it; suggestions and ideas are really easy to come up with but someone needs to take the initiative. I'll just try to build the tools as best as possible.

EDIT: To come across less like an ass I guess I should clarify the following question. How do we start? Well right now I'm refining the process and trying to find the best way, and Dude's been doing several tests. If people are interested I'll do a write up on what's needed to create custom levels for now.
This post has been edited by Dario FF: 13 April 2012 - 11:27 AM

#1521 User is offline TheKazeblade 

Posted 13 April 2012 - 11:29 AM

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I don't know, I'd really love to see Colors levels playable with Generations controls, as they're superior in every way. It was awesome to see Sweet Mountain put into Generations and I'd love to see more! But besides custom levels (which is really the main thing I want to see), I'd love to see Kingdom Valley and Jungle Joyride come before Colors levels.

EDIT: Also, something really stupid that I'd love to see is some Halo maps thrown in. I always thought it would be awesome to see Sonic running around those huge areas like Coagulation or campaign levels like the "Halo" level from the first game.

Why? No idea. Probably a waste of time, but I'd sure think it was neat.
This post has been edited by TheKazeblade: 13 April 2012 - 11:33 AM

#1522 User is offline Jimmy Hedgehog 

Posted 13 April 2012 - 03:52 PM

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View PostDario FF, on 13 April 2012 - 11:21 AM, said:

Colors is fine as it is IMO. If you wanted HD just play it with Dolphin. The 30 FPS cap isn't annoying for it either since it's not as fast as say, Unleashed. Besides you do realize that you would probably only get as far as porting a few stages without making them totally different. The game relies, and IS designed for Wisps. Seriously how the hell would you even do Starlight carnival or Asteroid Coaster?

While I agree that Colours is fine as it is, the answer to that last question would be to do it exactly the same way Colours itself did it. With Super Sonic mode on, you couldn't use wisps, so it had springs and other such things placed in order to get past areas without the use of Wisps. Guessing it has a different set of object position data (or however the heck it does it these days) for when Super Sonic mode is turned on. But yeah, to put it simply, the Super Sonic way is how.

Back to the main point, loving this progress on the Unleashed stages, really makes me wish I had a better system, although I to am curious as to how this would to be released, if at all (though I'd hope it would, but that's not up to me XD).

#1523 User is offline Falk 

Posted 13 April 2012 - 04:08 PM

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I think the stepping stone right now would be to start messing around with community-generated GIAs just to get a process that creates at least comparable atmosphere/look to existing Generations material. That way people have a baseline on how bland a level can look during the design stages and how far the Hedgehog Engine magic will take it.

In that sense, since they're 'already made', the Colors levels are probably the best testing ground for that purpose from a purely graphical (as opposed to playable levels) standpoint. It's recent, it's got at least similar geometric complexity as far as foreground/playable area goes, and similar platforming aesthetic.

#1524 User is offline KuroBit 

Posted 13 April 2012 - 04:45 PM

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I do miss that second jump though, it was really nice for exploring. I assume there's no way to have the homing attack spin 90 degrees upward and last for only a fraction of a second? I'd look into this myself, but I have to get my computer repaired, I can't run Generations on it anymore.

Anyway, sorry I'm getting totally off topic :P. You are all doing incredible work on this, I can't wait to get my hands on these tools to see what I can do :P.

#1525 User is offline Tiller 

Posted 13 April 2012 - 07:37 PM

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Oh wow. This is fantastic. Awesome freaking job. I can't wait to give this a spin when you guys get to that point.

Though is it possible to start messing around with the Sonics in terms of their attributes? Like could we get to the point of a Modern Sonic minus the boost, some sort of spindash, and with an adventure like homing attack? I'm sure going full genesis physics is probably a lost cause, but I haven't kept in the loop of what is doable and what is not outside these fantastic stages, stage creation, and some character swaps with Sonic.
This post has been edited by Tiller: 13 April 2012 - 07:38 PM

#1526 User is offline KuroBit 

Posted 13 April 2012 - 09:09 PM

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View PostTiller, on 13 April 2012 - 07:37 PM, said:

Though is it possible to start messing around with the Sonics in terms of their attributes? Like could we get to the point of a Modern Sonic minus the boost, some sort of spindash, and with an adventure like homing attack? I'm sure going full genesis physics is probably a lost cause, but I haven't kept in the loop of what is doable and what is not outside these fantastic stages, stage creation, and some character swaps with Sonic.

There are a LOT of tweaks that can be done to Sonic's Physics. Completely removing boost may not exactly be possible (yet?), but somehow reworking it as a spin-dash may be possible by replacing the boost animation as setting the boost start speed to fairly high, and setting the max speed and acceleration to 0 (Or something similar to that, you'd have to play around) It means there would be no charge up, but it may work somehow. (You'd have to do more than that to make it look nice, but I'm just giving you a basic idea)

#1527 User is offline W.A.C. 

Posted 13 April 2012 - 11:17 PM

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View PostDario FF, on 13 April 2012 - 11:21 AM, said:

Colors is fine as it is IMO. If you wanted HD just play it with Dolphin. The 30 FPS cap isn't annoying for it either since it's not as fast as say, Unleashed. Besides you do realize that you would probably only get as far as porting a few stages without making them totally different. The game relies, and IS designed for Wisps. Seriously how the hell would you even do Starlight carnival or Asteroid Coaster?

While this would be a really difficult task, additional programming could be done to add the other Wisps. Trying to create the game in Generations' engine without adding the other six Wisps would be pointless IMO.

View PostDario FF, on 13 April 2012 - 11:21 AM, said:

I think time would be better dedicated to custom stages or reimaginations people keep begging for in those DLC threads. But hey, only way that'll work is to actually start working on it; suggestions and ideas are really easy to come up with but someone needs to take the initiative. I'll just try to build the tools as best as possible.

I mainly suggested the idea because someone on YouTube brought up the fact he'd like to see Sonic '06 remade with the Generations engine. That, and I would love to see a version of Sonic Colors made with the Hedgehog engine. Sonic Colors looks and controls nowhere near as nice as Sonic Generations and it would be awesome if the game had those enhancements. I think Sonic Colors is a great game, but it could have been an awesome game if it was made with a better engine.
This post has been edited by W.A.C.: 13 April 2012 - 11:18 PM

#1528 User is offline Lobotomy 

Posted 13 April 2012 - 11:53 PM

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View PostW.A.C., on 13 April 2012 - 11:17 PM, said:

additional programming could be done to add the other Wisps.

You have no way of knowing that. From what I can tell, that's looking pretty impossible.

#1529 User is offline W.A.C. 

Posted 13 April 2012 - 11:56 PM

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Oh really? o_O Damn.

#1530 User is offline Falk 

Posted 14 April 2012 - 12:39 AM

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I'd say the problems with classic sonic spin dash in 3D is the measuring stick as to how much we can mess around with movesets... for now*.

(* Worst case scenario wonderful things are possible with ASM injection)

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