Sonic and Sega Retro Message Board: Sonic The Hedgehog AGX - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 2 Pages +
  • 1
  • 2
    Locked
    Locked Forum

Sonic The Hedgehog AGX First Official release (Go to 14th post to download)

#1 User is offline Blaxer 

Posted 23 March 2012 - 04:08 PM

  • Posts: 14
  • Joined: 09-December 11
  • Gender:Not Telling
Well I know I haven't been on to long since Iv'e been here but I figured since I already showed this on SSRG and RetroHack, I just though that I should show it off here as well to see what you guys think weather its from good to bad or just plain think it's weird or something IDK. any who I would like to present to you all my hack as the title says "Sonic The Hedgehog AGX". (Please Note that this version is the only known one out as im still working for the next demo release for this years hacking contest so if there's any errors, I already know about some of them but if you notice anymore, let me know.)

From SSRG:

Quote

well seeing as the show room is down at the moment and that I have a new project, it's about time that it deserves a new thread as well. to start off, I would like to tell some of the details of this hack. so far I am only finished with the first level and am currently in the process of start MZ next. I have also changed the music to something different for once instead of keep on reusing the same songs over and over again. and for those that are probably to lazy in the head the read this, I'l just leave these screenies here to do the talking:
Posted Image
Posted Image
Posted Image

and for the obvious ones who are, as you can see I will be entering this in the sonic hacking contest but I wanted to show a bit of a pre demo of a demo that I will be working on for the contest, but for now you all can try this one. now for the things implemented, moves wise you are allowed the ability of being able to use:

-spindash
-jumpdash/homing attack
-super peel-out
-wall climb

other details include:
-new title screen
-new titlecard text
-new hud art & original layout
-new music
-new landing animation
-new background
-extended act (act 1 only so far)
- 2-way paths
-custom chunks

and of course what better to show of this pre-demo without credits. those I would like to thank into making this demo in anyway possible (even if they don't know it) are:

- d.a. garden: level extension help
- selbi: jumpdash/homing attack
- tweaker: s2 clone driver
- daleksam: making this demo possible =P
- karatecat: electric sheild code
- SCAA: Various art
- And anybody else That helped that I may have forgot about.

aside that, feel free to try it out to your likings:

-DOWNLOAD

cheers! =)

P.S.: aslo since this is still in development and if you have any suggestions that may help, please let me know.

And Since then from That post, I have also over my time created new art for SLZ and with some help of a freind of mine who is also experienced in sonic hacking, a new BG for the Special stage as well:
Posted Image
Posted Image
But of course aside from that, I still have lots to work on, Sooooo..... C&C are More than welcome.
This post has been edited by Blaxer: 06 March 2014 - 06:24 PM

#2 User is offline Knucklez 

Posted 23 March 2012 - 04:48 PM

  • Posts: 484
  • Joined: 10-May 11
  • Gender:Male
  • Location:Florida
After a quick run at this, the most obvious thing that needs serious work is the collision detection of practically every wall and loop. I ran through walls without even needing to follow the intended paths, which also led me to get stuck or run off the map entirely. Certain badniks' sprites are awfully glitched, as well as some of the red springs, among other objects. All in all, I like the concepts you put into this, they fit together pretty well. But if you want your gameplay to run smooth, you have a lot of bugs to fix.
This post has been edited by Knucklez: 23 March 2012 - 04:53 PM

#3 User is offline null1024 

Posted 23 March 2012 - 08:08 PM

  • Posts: 122
  • Joined: 16-October 08
  • Gender:Male
  • Wiki edits:1
Just played this for 5 minutes [did the first boss], it's pretty nice.
I'm not repeating the issues Knucklez said [except for collision, that was really weird], those are pretty clear-cut.

Things I had issues with:
* The homing attack/dash feels way too powerful, like you go way too fast when you use it.
* This bit of level is just mean. You come to it riiiight after a loop, meaning you're going to hit it at full tilt, nearly no warning. Even Dimps wouldn't do that.
* Some bits of the Special Stages cause a lot of sprite flicker.
* If you die while Sonic has the afterimages on screen, Sonic paints the screen with himself.
* The altered ring sound sounds weird.

All in all, good stuff, more work needed. I really liked the music you used.

#4 User is offline Blaxer 

Posted 23 March 2012 - 08:41 PM

  • Posts: 14
  • Joined: 09-December 11
  • Gender:Not Telling

View Postnull1024, on 23 March 2012 - 08:08 PM, said:

Just played this for 5 minutes [did the first boss], it's pretty nice.
I'm not repeating the issues Knucklez said [except for collision, that was really weird], those are pretty clear-cut.

Things I had issues with:
* The homing attack/dash feels way too powerful, like you go way too fast when you use it.
* This bit of level is just mean. You come to it riiiight after a loop, meaning you're going to hit it at full tilt, nearly no warning. Even Dimps wouldn't do that.
* Some bits of the Special Stages cause a lot of sprite flicker.
* If you die while Sonic has the afterimages on screen, Sonic paints the screen with himself.
* The altered ring sound sounds weird.

All in all, good stuff, more work needed. I really liked the music you used.

yeah I'm already aware of most of these errors. for some reason when I implemented the homing attack, It tends to do that and I Don't know why but I'm still figuring out how to tweak it a bit. as for that part of the level you specified, I changed that part already so no one will have to deal with that gawd awful bridge anymore. the special stage as I far as I know is probably because I tried to change the bg myself and failed horribly So thats entirely my fault there. as for the after Image, people have suggested that I should remove it which I will because I to will agree that it gets annoying having to see throw up sonic all the time when he dies. for the ring SFX, I changed it back to normal already so it won't sound weird anymore.

@Knucklez: about the collision, I made a mistake and missed making one of the blocks solid for the custom loop so that problem is fixed but as for the rest of the other chunks, Im still editing. as for the badnicks, I have no clue why they always look glitchy at certain points. It seemed to have happened when I made the new chunks and art which I guess messed with the Vram so Im still figuring that out. still from both of you thanks for the heads up.
This post has been edited by Blaxer: 23 March 2012 - 08:42 PM

#5 User is offline Ross-Irving 

Posted 31 March 2012 - 08:55 PM

  • Posts: 1086
  • Joined: 15-March 08
  • Wiki edits:1
Just had a playthrough through the first zone. With the way your layouts are set up, I find the homing attack and the peel-out to be unnecessary. Also, I think the layouts overall need work. The way to find anything of value in this game, besides lucking out and finding a special ring, no thanks to the collision issues, is to come to a screeching halt, move backwards slightly, and jump on several platforms to get to a goodie. Unfortunately, because of that design sense the gameplay doesn't flow at all, and while the collision issues are probably making this problem seem worse than it is, you're better off just staying on one path to avoid being plastered. In fact, I was wondering if you wouldn't mind stitching together some images showing complete layouts of Acts 1-3 and posting them here, so others who know a lot about level design can help you hammer out the problem areas.

My last issue with this is the zone boss. It's a nice, simple twist on the original, but the problem is that it's too punishing a boss for the opening game. Get hit in mid-air and you're almost guaranteed to die by falling into the pit. There's not a lot of room for error. Try and play around with the size of the pit and see if you can make it a little more forgiving.

And I'm spent. You know you've got a lot to work on, so before you make any more zone art or anything like that, work out all the kinks regarding collision detection and enemies. Good luck, man.
This post has been edited by Ross-Irving: 20 April 2012 - 11:46 PM

#6 User is offline BetaTwizzler 

Posted 01 April 2012 - 09:09 AM

  • Posts: 20
  • Joined: 04-May 11
  • Gender:Male
I played the first Act about half way through before I stopped. I didn't stop because it was terrible or anything, I just didn't feel like playing anymore :p What I did find while playing though were pretty much the same things everyone else said, collision issues, sprite glitches, etc.

Like Ross said, the Homing Attack seemed unnecessary. Of course I used it to attack badniks and break monitors, but if you're going to include it there should be places where you can and want to utilize it. I didn't even know about the Peel Out, so I don't really have a comment on that.

The ring sound is odd, and personally I don't like it, but it's not as if it's ear rape or anything.

I did come across a glitch, at least I think it's a glitch, involving the giant rings. I'm not sure if it was the first or second check point in Act 1, but it was between two S-tubes, I hit it and continued on. From there I found a giant ring and promptly jumped in. The special stages was very nice, not to difficult, not to easy. I was more concerned with where I was going then touching any "goal" bumpers. Anyways, after I got the emerald I was brought back to the check point I mentioned above, from where I continued forward and found the same giant ring. Jumped in again, new stage, new emerald, back to the check point I went. I did this a 3rd time and 4th time. I don't know if the emeralds do anything in game, or their plot related, but I'm pretty sure I could have gotten all 7(6?) from that same giant ring.

#7 User is offline Truner 

Posted 19 May 2012 - 04:51 PM

  • Posts: 96
  • Joined: 01-May 08
  • Gender:Male
  • Location:Hungary
Sorry to bump this, but I have to say that I absolutely love this hack.
Aside from it being amazingly glitchy, the level art, design, music and of course that beautiful title screen all got my attention. Maybe a beta Sonic 1 colored Sonic would suit the hack more... or something like that.
However, it's too easy to get the Chaos Emeralds, since when you finish a special stage, it throws you back to a checkpoint. Or will this be fixed in the final version?

#8 User is offline Blaxer 

Posted 21 June 2012 - 11:29 PM

  • Posts: 14
  • Joined: 09-December 11
  • Gender:Not Telling
*From SSRG*

Quote

Well since I already posted this on retro, I figure I should do it here as well, but with some updates to it. Right to the chase, this is what I mean:

Before (as posted on retro):
Posted Image

After (posted here only):
Posted Image
Well? Yes/no?


along with another update of the titlescreen for the bg:
Posted Image
Again, Yes/no?

#9 User is offline dsrb 

Posted 22 June 2012 - 01:11 AM

  • Posts: 3150
  • Joined: 10-June 09
  • Gender:Male
  • Wiki edits:196
It's definitely going in the right direction, but… :v: My first thought was that the smile needed shading, because it looked like it was just a black line and therefore too simplistic / obviously drawn-in. However, closer inspection shows that you did some pixels of a slightly darker peach around it… So how about darkening that colour and possibly expanding the range of your shading? The rest of the sprite is quite liberal with using different shades to show depth, after all.

Edit: Also, maybe reduce its angle and have it follow the shape of Sonic's muzzle a bit more closely? I understand if you're wanting to go for a sharp angle in order to achieve a particular expression, but it would look slightly more like the official art and more anatomically believable (haha, as if that matters in this universe!) if it were angled a bit differently and possible moved back a tad.

Then again, I don't think there was anything inherently bad about your first version, and it would have looked like a good nod to Adventure had it been done with the bit more complexity it needed.

Just my two brainfarts as an un-artistic ape, mind you.
This post has been edited by dsrb: 22 June 2012 - 01:13 AM

#10 User is offline Knucklez 

Posted 22 June 2012 - 07:04 AM

  • Posts: 484
  • Joined: 10-May 11
  • Gender:Male
  • Location:Florida
I took elements from your original title screen and your current one, then mashed them together into something far more preferable.

Posted Image

I really think this should be the direction you take with it.

#11 User is offline Yarharhar 

Posted 22 June 2012 - 12:00 PM

  • Posts: 54
  • Joined: 20-November 06
Posted Image
"Pull... my... finger!"

#12 User is online Dark Sonic 

Posted 22 June 2012 - 12:26 PM

  • DYNAMIC SONIC! EXCITING SONIC! STYLISH SONIC! UNBELIEVABLE!
  • Posts: 7863
  • Joined: 21-April 06
  • Gender:Male
  • Project:Making the world know that Lost World 3DS is terrible
  • Wiki edits:10

View PostKnucklez, on 22 June 2012 - 07:04 AM, said:

I took elements from your original title screen and your current one, then mashed them together into something far more preferable.

Posted Image

I really think this should be the direction you take with it.

I like the "AGX" part better, as well as using the original "The Hedgehog" font. But overall I like the newer art better. Just get rid of the muzzle shine and maybe tweak the smile a bit and we're in business. Oh and maybe make the gray eye shadow a lighter shade of gray.
This post has been edited by Dark Sonic: 22 June 2012 - 12:27 PM

#13 User is offline Trujin 

Posted 23 June 2012 - 05:13 AM

  • The Bad Seed.
  • Posts: 398
  • Joined: 25-July 03
  • Gender:Male
  • Location:Coventry. UK
The S1 palette definitely works better with the shading of Sonic. The bottom of the box which contains the AGX should also be resized by atleast one pixel so it fits better. :)

#14 User is offline Blaxer 

Posted 05 March 2014 - 04:49 PM

  • Posts: 14
  • Joined: 09-December 11
  • Gender:Not Telling
More than late on this considering I don't come here much, That and this has been around for more than 2 months now, But I thought That since I still have a thread for this, I mind as well should show it off on here too. So with that being said, From SSRG here is what was posted

Quote

Sonic The Hedgehog AGX First Public Release
===========================================================================================================================================
Finally, after many hours, days, and months of hard work and motivation, it's about time that I should let this thing out. many have waited a long time for this now, but the waiting is over, Presenting to you all, created by yours truly (along with help of course) The First official Public release of Sonic The Hedgehog AGX. Lots of changes have been made since the first two demo releases, as well as many new things added, with which you now have the options of choosing from two characters, which are Sonic The Hedgehog, or Mighty the Armadillo. Initially I was going to have ray as a playable character, but due to some technical difficulties, I'm afraid he had to be scrapped. aside from that, more about the gameplay, some of the badnicks have been changed a bit, as well as the eggman boss fights, but you will have to play first to see it for yourself. along with all of this, there have been massive changes to the zone art and level layouts with which I will say I think I improved a great deal on them. So now going into details on how both players differ from each other in terms of abilites, Shown below here is a move list for each of them along with the basics:
===========================================================================================================================================
MoveSets
===========================================================================================================================================

Basic moves:
Jump: A Button
Duck: Down Button
Look up: Up Button
Move: Left or Right Button
Spin Attack: Down Button while running

Unique Moves for Sonic:
Spindash: Down+A,B,or C Button
Super PeelOut: Up+B Button
JumpDash/Homming Attack: A,B, or C button While in mid-air
Water Skimming: Left or Right + Hold A,B, or C button while in water

Unique Moves for Mighty:
Spindash: Down+A,B,or C Button
SpinBoost: B Button
DoubleJump: C Button While in Mid-air
WallJump: left or right + A,B, or C Button
===========================================================================================================================================
ScreenShots
===========================================================================================================================================

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

===========================================================================================================================================
Bugs & Credits
===========================================================================================================================================

Now mind you that you may come to seeing certain bugs as I already know about most of them. Just a bit of a heads up. Now Before I end this off, What good would it be presenting this without any credits? those I would like to thank dearly in helping make this release whether it be through simple questions or small guides and resources. and those people are still and will always be (along with some new additions to the list) are:
===========================================================================================================================================
  • Selbi
  • Tweaker
  • KCX
  • Nineko
  • MarkeyJester
  • Daleksam
  • D.A. garden
  • RHS
  • Trox
  • SCAA
  • Gallium Grant
  • TheInvisibleSun
  • DavEd
  • SMPS Music Contest Composers
  • And anyone else That I may have forgot about

===========================================================================================================================================
And a big special thanks to SSRG for all of your support and Motivation that I needed into developing and making this release possible.
Feel free to Download yourself a copy now and play it however you want:
===========================================================================================================================================
Download: Sonic The Hedgehog AGX First Public Release (v1.0)
===========================================================================================================================================
C&C Would be greatly appreciated. and to that end Have a great on-comming new year and Until the next release Everyone! =)
(P.S.: Also as always, aside from bugs if anyone notices or detects any other flaws, please let me know to fix them.)

This post has been edited by Blaxer: 06 March 2014 - 02:45 AM

#15 User is offline LordOfSquad 

Posted 05 March 2014 - 05:18 PM

  • don't get butthurt if your get memed on
  • Posts: 3848
  • Joined: 19-February 08
  • Gender:Male
  • Location:Winnipeg, MB
  • Project:Scriptwriting, working, dying.
  • Wiki edits:1
Hey, this looks pretty neat. I'll have to play it this week sometime. Is it a complete hack?

  • 2 Pages +
  • 1
  • 2
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users